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This is a bit misleading. Much of the extra code that you'd have to write in Vulkan to get to first-triangle is just that, a one-time cost. And you can use a
by zozbot234 3y ago
This is a bit misleading. Much of the extra code that you'd have to write in Vulkan to get to first-triangle is just that, a one-time cost. And you can use a third-party library, framework or engine to take care of it. Vulkan merely splits out the hardware-native low level from the library support layer, that were conflated in OpenGL, and lets the latter evolve freely via a third party ecosystem. That's just a sensible choice.
- MindSpunk 3y agoAnd often those LOC examples use GLFW or some other library to load OpenGL. Loading a Vulkan instance is a walk in the park compared to initializing an OpenGL context, especially on Windows. It's incredibly misleading. If you allowed utility libraries for Vulkan to compare LOC-to-triangle Vulkan would be much closer to OpenGL.
- flohofwoe 3y agoIt depends on the operating system. On macOS and iOS it was always just a few lines of code to setup a GL context. On Windows via WGL and Linux via GLX it's a nightmare though. Linux with EGL is also okay-ish.
- mort96 3y agoI mean you're literally suggesting that people should use a third-party framework/engine/library because writing all the Vulkan boiler plate yourself is too hard.