Comment by jplusequalt
9 days ago
>It's only intuitive if you don't realize just how huge the gap is between dispatching a vertex shader to render some triangles, and actually producing a lit, shaded and occlusioned image with PBR, indirect lighting, antialiasing and postfx. Would you like to render high quality lines or points? Sorry, it's not been a priority to make that simple. Better go study up on SDFs and beziers.
I think this is a tad unfair. You're basically describing a semi-robust renderer at that point. IMO to make implementing such a renderer truly "intuitive" (I don't know what this word means to you, so I'm taking it to mean--offloading these features to the API itself) would require railroading the developer some, which appears to go against the design of modern graphics APIs.
I think Unity/Unreal/Godot/Bevy make more sense if you're trying to quickly iterate such features. But even then, you may have to hand write the shader code yourself.
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