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Thanks, but your message has a bit of an assumption. I'm not graphics pro, but had my ways through VGA 320x200x256 colors in 0xA0000, then a bit of 3Dfx, some O
by malkia 9y ago
Thanks, but your message has a bit of an assumption. I'm not graphics pro, but had my ways through VGA 320x200x256 colors in 0xA0000, then a bit of 3Dfx, some OpenGL 1.1, and DX3 then quickly DX5, a bit of DreamCast (but very shy), etc.
No, I'm bit familiar with OpenGL, again not at the level of graphics-pros, more like overall knowledge, and my DX knowledge goes pretty much to DX8 or DX9, but instead of learning DX11 or 12, I think Vulkan might be a better choice.
I've returned my company laptop week ago, as I left it, and now I'm stuck with my chromebook + crouton, looks like Vulkan is good there (almost).
I certainly don't want to get stuck in Metal.
- corysama 9y agoDon't worry about getting stuck with Metal any more than you'd worry that learning C# will prevent you from learning C++. What you need to learn are the fundamentals of modern techniques. I wrote up a recommended path from nothing -> OpenGL -> Vulkan here https://www.reddit.com/r/GraphicsProgramming/comments/6hcri4/how_to_start_in_2017_need_pro_advice/dixtdt3/ https://www.reddit.com/r/GraphicsProgramming/comments/6hcri4... I honestly haven't worked with Vulkan yet, but I hang out with pros from different companies who do and they complain about Vulkan a lot. A whole lot. Part of it is that it is very difficult even for pros to avoid undefined behavior and timing issues. Another is that the only semi-solid shading language front-end for SPIR-V is glsl. Lots of people prefer to work in hlsl and really would like to see Metal's shading language everywhere.