Originally posted by CrystalGamma
View Post
Announcement
Collapse
No announcement yet.
A New High-Performance, Bindless Graphics API Comes To Rust
Collapse
X
-
Originally posted by curaga View PostIf it translates to GL it cannot really improve on it much.
Anyway, it's only good for a transitional period (if at all) between GL and GLNext, or for a long period if GLNext fails, which is unlikely.
Comment
-
Originally posted by bjz_ View PostYeah, this is one of the reasons why we are not ready for the publicity yet - we are still waiting for associated types to finish being implemented (slated for 1.0, so should be soon). This should make the device API much cleaner and more flexible.
But I'm glad I'm not the first to think about this.
Comment
-
Originally posted by CrystalGamma View PostBut aren't associated types just syntactical sugar (meaning you can do anything they can do already)?
But I'm glad I'm not the first to think about this.
Code:trait A { type B; }
Comment
-
Originally posted by mark45 View PostYes, it can't possible do anything better, I guess it just chooses the best API options available (one can do the same thing in GL in different ways) and wraps it into an abstraction layer.
Anyway, it's only good for a transitional period (if at all) between GL and GLNext, or for a long period if GLNext fails, which is unlikely.
Comment
-
Originally posted by mark45 View PostYes, it can't possible do anything better, I guess it just chooses the best API options available (one can do the same thing in GL in different ways) and wraps it into an abstraction layer.
Anyway, it's only good for a transitional period (if at all) between GL and GLNext, or for a long period if GLNext fails, which is unlikely.
Comment
Comment