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Sure, and as I said that's what I agree with the author on in this case. The hard part isn't the actual API calls, it's all the jargon and such around them as
by magicalhippo 2y ago
Sure, and as I said that's what I agree with the author on in this case.
The hard part isn't the actual API calls, it's all the jargon and such around them as you say.
In contrast, take something like say Vulkan. That's an API I'd consider to be quite complex.
It has a vast number of function calls. You need to worry about ordering, using semaphores and fences to make sure things happen correctly. You need to understand the underlying hardware model. You need to compile shaders offline into a separate IR binary, which you then load at runtime. And so on...
I mean, just check out the official "hello triangle" example[1]. And here[2] for a version which doesn't rely on additional helper functions.
[1]: https://github.com/KhronosGroup/Vulkan-Samples/blob/main/samples/api/hello_triangle/hello_triangle.cpp https://github.com/KhronosGroup/Vulkan-Samples/blob/main/sam...
[2]: https://github.com/SaschaWillems/Vulkan/blob/master/examples/triangle/triangle.cpp https://github.com/SaschaWillems/Vulkan/blob/master/examples...