| Eh, a lot of the recent articles on hackernews about GL have been fairly low-quality and were badly researched (like the guy who complained about timer queries blocking, because he blatantly didn't understand how CPU/GPU communication works) No need to buy into the FUD. - if you use core profile, modern GL, there aren't a lot of quirks. It's a fairly nice API overall. - if you target reasonably modern drivers, you won't typically find many inconsistencies and issues. If you do something unusual (like the latest idtech with megatexture) you might run into driver issues -- but that's just how things are, it's not the fault of the API. New functionality needs testing, and GPUs are still constantly evolving. - extensions are not useless. There are a huge amount of absolutely fantastic extensions. This is, IMO, the main strength of GL over D3D (and other APIs), which does not have a mechanism like this. If you know the hardware supports a certain functionality, there will most certainly be a GL extension to exploit that functionality, even if you can't with D3D. - in particular, KHR_debug is the best thing since sliced bread. It allows you to have the GPU driver diagnose your program for you, and give you hints such as: - things you do wrong - things you should do differently to increase performance - general debug information - information on memory usage and where your buffers are stored |