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I’ve always been interested in CG. Back in the day, I played with OpenGL 1.x, D3D5, lived through the introduction of shaders. Now I’m toying with Vulkan and it
by ajconway 5y ago
I’ve always been interested in CG. Back in the day, I played with OpenGL 1.x, D3D5, lived through the introduction of shaders. Now I’m toying with Vulkan and it’s incredible how simple it feels compared to the old-school APIs. Everything basically reflects what the GPU is really doing, you just acquire a drawing surface, set the state, bind some buffers and execute the shaders. There is very little hidden state.
I admit this is a little bit more involved than calling glClear followed by glDrawTriangles, but once you reach the stage where you’re ready to apply textures and write shader code, the new way seems much more straightforward.