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> The first prototypes of the engine were failures. I couldn't even get OpenGL to work right. As someone who's worked with OpenGL since ~ 20 years (and profess
by rsp1984 5y ago
> The first prototypes of the engine were failures. I couldn't even get OpenGL to work right.
As someone who's worked with OpenGL since ~ 20 years (and professionally for the last 12 years) I can ascertain that in fact nobody ever gets OpenGL to work right across different platforms. Everybody just puts in enough workarounds and #ifdefs s.t. it appears that it's "write once, run anywhere", where in reality what you write for one set of hardware will almost certainly fail on another (the definition of "fail" here is pretty broad: crashes, weird slowdowns that don't make any sense, memory leaks in the driver, outright non-compliance with the standard, etc..).
The reason is that most vendor's OpenGL implementations are broken in one way or another, particularly on mobile. Vendors treat their drivers like another box to check s.t. they can claim OpenGL compatibility but in reality it's what makes or brakes real world performance (web browsers, games, 2d graphics, etc..). It's astonishing.
- fulafel 5y agoVery true. In the end, WebGL finally did it... mostly.