Basically OpenGL legacy mode will never go away because Maya and other professional 3D tools still use it for various functions. Mostly afaik related to quad/polygon rendering in their modelling engines.
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OpenGL 4.6 Released With Vulkan/SPIR-V Ingestion, Parallel Shader Compiles & Finally AF
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So, what are people using to write SPIR-V shaders, other than GLSL? Or is the main point of it so that you can pre-compile your GLSL shaders?
And I can see the benefit of having deferred error-handling, where one can check for & handle any errors (or just the first) resulting from a batch of commands, but the idea of just dropping all errors on the floor doesn't seem right. Even for graphics.
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Originally posted by coder View PostAnd I can see the benefit of having deferred error-handling, where one can check for & handle any errors (or just the first) resulting from a batch of commands, but the idea of just dropping all errors on the floor doesn't seem right. Even for graphics.
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Originally posted by coder View PostSo, what are people using to write SPIR-V shaders, other than GLSL? Or is the main point of it so that you can pre-compile your GLSL shaders?
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Originally posted by smitty3268 View PostI think most are actually written in HLSL. Most devs then compile that over to GLSL to run in OpenGL, and now to SPIR-V for vulkan.
Now, is that because HLSL is superior to GLSL, or simply because most games are developed on Windows/Direct3D?
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Originally posted by coder View PostThanks.
Now, is that because HLSL is superior to GLSL, or simply because most games are developed on Windows/Direct3D?
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