3 ms·
100% agreed that I'll be writing abstractions as the program grows. But without understanding the underlying APIs, I don't know which abstractions to write. As
by akdas 6y ago
100% agreed that I'll be writing abstractions as the program grows. But without understanding the underlying APIs, I don't know which abstractions to write.
As another commenter asked: what does "DSA-like helpers" mean in this case?
- Jasper_ 6y agoDSA is Direct State Access, it's an OpenGL extension to remove some (not all!) of the more annoying binding state. https://www.khronos.org/opengl/wiki/Direct_State_Access https://www.khronos.org/opengl/wiki/Direct_State_Access
- Twisol 6y agoAh, so for "DSA-like helpers" you're suggesting additional helpers that will take care of binding the given object, making manipulations, and unbinding it?
- Jasper_ 6y agoYep. Though it's a lot trickier than just bind/unbind, e.g. if you have a VAO bound, you need to unbind the VAO before binding a vertex buffer, or else you might have overwritten the VAO's vertex buffer binding slot. And I've encountered many, many similar cases like that and edge cases, especially around framebuffer management. The OpenGL programming model is unfortunate.