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I'm personally pretty comfortable with OpenCL and "old" OpenGL (i.e. using immediate point API which is deprecated now, I didn't do any graphics coding for ~a d
by gnulinux 6y ago
I'm personally pretty comfortable with OpenCL and "old" OpenGL (i.e. using immediate point API which is deprecated now, I didn't do any graphics coding for ~a decade). But I found Vulkan impenetrable. The boilerplate code was absolute insanity. I tried to find some libraries that'll implement the boilerplate for me, but couldn't find anything good enough. Maybe I didn't look hard enough, idk, but Vulkan didn't seem like something an OpenGL engineer could pick up in one afternoon.
- jfkebwjsbx 6y agoTo understand Vulkan, Metal or Direct3D 12, you first need to understand modern high-level APIs like OpenGL 4 or Direct3D 11. The fixed-function pipeline is nothing like the new way of doing things. Then you can move to low-level ones, if you really want to spend a few weeks on it! But if it is a hobby, I suggest you stay with a high-level one.