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I meant for the person who is more or less knowledgeable in 3D in general but needs to use a specific API to actually put some pixels on the screen. And also ca
by zerr 8y ago
I meant for the person who is more or less knowledgeable in 3D in general but needs to use a specific API to actually put some pixels on the screen. And also career-wise, would it make sense to become an "OpenGL programmer" nowadays? (or product-wise - should we do it in OpenGL when we care about long-term support?). Again, I want something like OpenGL level, i.e. don't care about Vulkan like low-level control.
- pjmlp 8y agoOpenGL still has lots of steam in it and 4.6 was recently released, so it isn't going away anytime soon. Even on mobile devices, Vulkan is hardly being embraced by Android developers, because it requires Android 7 or later, while being an optional API, which implies a tiny portion of their customer base. So very few devices support it, to the point Google doesn't think it is worthwhile to display on Android dashboards. https://developer.android.com/about/dashboards/ https://developer.android.com/about/dashboards/ http://vulkan.gpuinfo.org/vulkansupport.php#android_devices http://vulkan.gpuinfo.org/vulkansupport.php#android_devices AMD is also busy trying to cater CAD vendors to adopt Vulkan, with initiatives like V-EZ. https://gpuopen.com/v-ez-brings-easy-mode-vulkan/ https://gpuopen.com/v-ez-brings-easy-mode-vulkan/ However, if you want to be an engine developer, probably it would be better to have Vulkan knowledge than the APIs that everyone else already knows. Some guys at Khronos sessions (check their YouTube) stated they would favor candidates in interviews in such cases. For product development, I am a bit fan of middleware where each API is just a tick box away, though.