Comment by quantummagic
15 days ago
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.
15 days ago
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.
DirectX 9 is long term stable so I don't see the issue...
No current gen console supports it. Mac is stuck on OpenGL 4.1 (you can't even compile anything OpenGL on a Mac without hacks). Devices like Android run Vulkan more and more and are sunsetting OpenGLES. No, OpenGL is dead. Vulkan/Metal/NVN/DX12/WebGPU are the current.
6 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#...