Comment by m-schuetz
15 days ago
Many people need something in-between heavy frameworks and engines or oppinionated wrappers with questionable support on top of Vulkan; and Vulkan itself. OpenGL served that purpose perfectly, but it's unfortunately abandoned.
Isn't that what the Zink, ANGLE, or GLOVE projects meant to provide? Allow you to program in OpenGL, which is then automatically translated to Vulkan for you.
Those are mostly designed for back porting and not new projects. OpenGL is dead for new projects.
I do all my new projects in OpenGL and Cuda since I'm not smart enough for Vulkan.
> OpenGL is dead for new projects.
Says who? Why?
It looks long term stable to me so I don't see the issue.
7 replies →
Wasn't it announced last year that it was getting a new mesh shader extension?
I don't see the point of those when I can just directly use OpenGL. Any translation layer typically comes with limitations or issues. Also, I'm not that glued to OpenGL, I do think it's a terrible API, but there just isn't anything better yet. I wanted Vulkan to be something better, but I'm not going to use an API with entirely pointless complexity with zero performance benefits for my use cases.
That is the approach Google is taking, by making Vulkan the only 3D API on Android.
See Android ANGLE on Vulkan roadmap,
https://developer.android.com/games/develop/vulkan/overview#...