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Some good points here but what it misses is that generally time-wasting due to crappy API is less than time wasting due to having to learn a different api for d
by twelvechairs 12y ago
Some good points here but what it misses is that generally time-wasting due to crappy API is less than time wasting due to having to learn a different api for different platforms. Performance is a bigger issue and it will be interesting to see whether opengl can improve here or mantle develop on other platforms (and be reasonably fast on them).
- soup10 12y agoI disagree, crappy API design wastes an enormous amount of developer time and effort. OpenGL is full of legacy cruft and has lots of room for improvement, streamlining, and simplification(same with d3d12 for that matter). There is a lot of needless complexity, hoop jumping, and wheel reinventing when it comes to 3d graphics programming(not to mention, countless common "gotchas" and tricks of the trade that are not as well documented and easy to learn as they could be.
- twelvechairs 12y agoI don't disagree. The point I'm trying to make is just that using a non cross-platform api is likely to be just as time wasting (in having to port a program or just learn something new for the next one). And that user speed is effectively more important than both of these. The article is right, but it needs perspective. There's a reason for OpenGL's success - just that this is not because itsn fun to use.