Originally posted by Ironmask
View Post
Announcement
Collapse
No announcement yet.
SDL2 Lands Long-Sought Geometry Render API
Collapse
X
-
That's interesting. I use SDL for input handling in my project, OGRE (porting to 2.3 currently) for rendering and eventually audio and network. I'm not sure I will ever use this myself but it's always good to see SDL continue to evolve.
Leave a comment:
-
Originally posted by Ironmask View PostThe reason Vulkan is so powerful is specifically because it's so low-level, you essentially have to be a graphics engineer to use it. It's not like OpenGL or older Direct3D versions, it's not made for your average joe in his garage, it's made to be an industry standard created by a committee and for corporations, kind of like the USB driver spec. This is why almost no open source project supports Vulkan, it's just way too complex. What's much more approachable to small and independent projects is to target a simpler but less performant wrapper API over Vulkan. Which already exists, it's called OpenGL.
- Likes 1
Leave a comment:
-
The reason Vulkan is so powerful is specifically because it's so low-level, you essentially have to be a graphics engineer to use it. It's not like OpenGL or older Direct3D versions, it's not made for your average joe in his garage, it's made to be an industry standard created by a committee and for corporations, kind of like the USB driver spec. This is why almost no open source project supports Vulkan, it's just way too complex. What's much more approachable to small and independent projects is to target a simpler but less performant wrapper API over Vulkan. Which already exists, it's called OpenGL.
- Likes 1
Leave a comment:
-
Originally posted by reavertm View PostIt's not simple in OpenGL either. Well, it is simple but still involves setting up depth buffer, color buffer, lighting model, projection matrix, modelview matrix, at minimum. It was like this in old, "convenient" OpenGL (1.2). Vulkan requires much much more preparation apparently. Pointless API imho. This is graphic engine's job.
- Likes 1
Leave a comment:
-
It's not simple in OpenGL either. Well, it is simple but still involves setting up depth buffer, color buffer, lighting model, projection matrix, modelview matrix, at minimum. It was like this in old, "convenient" OpenGL (1.2). Vulkan requires much much more preparation apparently. Pointless API imho. This is graphic engine's job.Last edited by reavertm; 19 August 2021, 10:12 AM.
- Likes 4
Leave a comment:
-
There's a joke about how hard is to drawn a triangle in Vulkan, maybe the lack of support can be related to it.
- Likes 3
Leave a comment:
-
Meh... seems easier to just write a vertex shader in GLSL... or am I missing something?
- Likes 1
Leave a comment:
Leave a comment: