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Thread 106383892

9 posts 8 images /g/
Anonymous No.106383892 >>106383912 >>106383943 >>106384013 >>106384843
thoughts
Anonymous No.106383912
>>106383892 (OP)
It APIs my graphics.
Anonymous No.106383943 >>106384013
>>106383892 (OP)
dont have much experience with it but me likey
Anonymous No.106384013 >>106384222
>>106383892 (OP)
All graphics programming is cancer.
But OpenGL is slightly less cancer.
>>106383943
Qap'lah, young one!
It is most logical to retrace the steps.
Anonymous No.106384222
>>106384013
i will do my best
Anonymous No.106384843 >>106384957
>>106383892 (OP)
it is now superseded by vulkan wrappers.
since we now have about 19 different GPU architectures, it's better to keep them very exposed so that you can pick the fastest way to render in each platform.
Anonymous No.106384957 >>106385064
vulkan is better, but if you're learning, i think the resources behind opengl make it better in that regard. then when you need more performance you can migrate to vulkan, simply because it's more difficult to learn both an API and the core principles of the processing architecture of a gpu. opengl is good at abstracting away a lot of the hardware so you can think in terms of shader logic and deploy stuff right away. vulkan requires a lot of device preparation before rendering things, but there are wrappers to help like >>106384843 stated. i just think it's still better to learn via opengl first, but idk maybe the landscape for vulkan learning resources has changed.
Anonymous No.106385064 >>106385168
>>106384957
im learning w opengl. its comfy but challenging
Anonymous No.106385168
>>106385064
the main resource that seems to be useful is learnopengl.com it had a lot of exercises that made it easier to get what was going on with each instruction