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"OpenGL drivers are so buggy that you can't write portable code to target it." Sure, that's why generic non-platform specific OpenGL wrapper is a bad idea, unl
by fsloth 8y ago
"OpenGL drivers are so buggy that you can't write portable code to target it."
Sure, that's why generic non-platform specific OpenGL wrapper is a bad idea, unless you have an army of engineers to apply kludges and workarounds. I'm sorry the author had to find out this the hardest way. The quality of OpenGL drivers has always been like this.
One way of writing portable OpenGL is to look at what some popular game with open source is doing, and copy their approach, because the likelihood of a) the bugs that title triggered are mostly fixed and/or b) they managed to avoid the biggest potholes.
E.g. look at what Quake or Doom III does, etc.