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My first triangle came out when there was no programmable pipeline, so yep, via immediate mode (any by that I mean begin/end). Then, when OpenGL 2.0 came out, I
by kcbanner 14y ago
My first triangle came out when there was no programmable pipeline, so yep, via immediate mode (any by that I mean begin/end). Then, when OpenGL 2.0 came out, I learned how to use buffers to do it instead.
Are you saying that immediate mode should be used in all cases, even for rendering a complex mesh where you will need to spend CPU cycles iterating and uploading vertices to the CPU every frame?
- ajross 14y agoGoodness no. I think you missed the last paragraph I wrote in the note you responded to. I'm saying that the begin/end APIs should not have been dropped from the spec in ES2. There needs to be some kind of equivalent, because high performances games and driver writers aren't the only users of the API.
- rrmm 14y agoIt seems like the API could probably be replicated in glu or glut, so people who just want the fixed pipeline could get it easily.
- ajross 14y agoSure, it could be. But the problem was it wasn't, so ES2 came out and effectively abandoned huge chunks of existing code the relied on the fixed function pipeline. And they had no answer for what people were supposed to replace it with. Thus the aggrieved flaming from people like jwz who just want to port some software.