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This is great. I switched my renderer from OpenGL to wgpu for my engine and I cannot exaggerate how much better the error reporting is. Instead of "working inco
by efnx 5y ago
This is great. I switched my renderer from OpenGL to wgpu for my engine and I cannot exaggerate how much better the error reporting is. Instead of "working incorrectly" or simply not working and providing a vague error code (like OpenGL), wgpu tells me exactly what I did wrong, which is a life saver.
Also - types. Thanks wgpu team!
- porphyra 5y agoAh yes, OpenGL's error reporting is notoriously bad. If you forget to call disable on a vertex attribute you might just get a random error 1282 (invalid operation) somewhere down the line in a totally irrelevant part of the code, lol.
- skocznymroczny 5y agoIt's much better when you use a debug context, although as usual with OpenGL the details vary between graphics card drivers. I had very good debug messages with Nvidia.
- ComputerGuru 5y agoDoes wgpu finally support OpenGL?
- kvark 5y agoYeah, we support OpenGL ES-3.0 with a few major caveats.
- ComputerGuru 5y agoThat’s awesome. Wgpu did not support a single Linux machine I tried it on, all with various hardware/driver combos, back when OpenGL wasn’t available and later when it was first previewed. It was the only reason I used a different abstraction.
- adamnemecek 5y agoWhat abstraction did you use?
- ComputerGuru 5y agogfx/gfx_hal but that was before the complete pivot disguised as a series of updates that left anyone using it for its original purpose SOL.
- rhn_mk1 5y agoIs 3.0 a hard requirement, or can 2.0 also work?
- kvark 5y agoWe have to draw the line somewhere. ES 3.0 is already complicated, adding a number of "downlevel" features and limits. ES 2.0 would just be more work that we can't take right now.