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> what was "modern" 9 years ago requires compete re-write. Have you thought about porting to GLES (shouldn't be that hard if you already have GL shaders), and
by Const-me 8y ago
> what was "modern" 9 years ago requires compete re-write.
Have you thought about porting to GLES (shouldn't be that hard if you already have GL shaders), and using MoltenGL (apple) and ANGLE (windows)? AFAIK they both work reasonably well in practice.
> I guess targeting Vulkan is better
Vulkan support is improving but I’m not sure it’s ready yet. For Intel GPUs, only supported on Windows starting from Skylake (2015).
> the question is how much portability is important factor vs optimal performance
I think portable and fast cross-platform GUI is possible, just expensive to implement and especially support.
Commercial game engines like Unity or Unreal optimize both at the same time, and they support low-spec platforms like mobile phones.
When Microsoft wanted fast rich GUI portable across their platforms, they’ve built XAML.
When Google wanted the same, they acquired Skia and built Chromium and now Flutter on top.