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As someone who spent quite a bit of time with OpenGL, this criticism never really scanned with me. Yes there were multiple ways to do things, but it was fairly
by skohan 7y ago
As someone who spent quite a bit of time with OpenGL, this criticism never really scanned with me. Yes there were multiple ways to do things, but it was fairly easy to understand what the modern parts of the API were and just use that subset. If you run through any modern OpenGL tutorial it will explain this very concisely, and I never had an issue being unsure which parts of the API to use.
That said, Vulkan really does solve all of the real pain-points which existed with OpenGL. It’s very well documented and nice to use, and I really don’t understand why anyone would choose a proprietary api over it.