3 ms·
It's so much easier than Vulkan or writing shaders and the performance is more than good enough for a lot of applications. I wonder if somebody has written a a
by criddell 3mo ago
It's so much easier than Vulkan or writing shaders and the performance is more than good enough for a lot of applications.
I wonder if somebody has written a adapter layer to write old OpenGL and translate it on the fly to Vulkan?
- hmry 3mo agoMesa has Zink which translates OpenGL to Vulkan. AFAIK Asahi uses it because they only wrote a native Vulkan driver for the hardware, no native OpenGL driver. Apple themselves also don't ship a native OpenGL driver anymore, only a layer that translates OpenGL to Metal.
- flohofwoe 3mo ago> write old OpenGL and translate it on the fly to Vulkan Apple's OpenGL on macOS and iOS has been a shim over Metal for a very long time. The feature set is stuck somewhere between GL 3.x and 4.1 though (e.g. no compute shaders), but not for technical reasons.
- raincole 3mo ago> It's so much easier than Vulkan or writing shaders Even if you use OpenGL you still need to write shaders.
- throwaway2046 3mo ago> Even if you use OpenGL you still need to write shaders. Not in OpenGL 1.x
- jplusequalt 3mo agoOpenGL 1.x is older than the hills.
- badsectoracula 3mo agoIt is also the simplest and most widely available one[0], working from decades old PCs to whatever is latest one, not only from the official drivers but also 3rd party implementations[1] that target other lower level APIs for environments where there isn't an official implementation. [0] on open platforms at least [1] it most likely wont be a 100% compliant one (even SGI had trouble on that front :-P) but in practice it'd be usable
- m-schuetz 3mo agoShaders aren't the issue with Vulkan. Writing 50 lines of code for things that should be one-liners is.