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I really like the (utter 😉) simplicity of the API in this library! Feels kind of smooth for small things 😉.
There is just one thing which might be a wart though (IDK - let's discuss it thus 😉).
voidbeginstate();
voidendstate();
^^^this reminds me of one of the main arguments why Vulkan was introduced over OpenGL. Because saving and restoring state makes the whole API strictly synchronous in such a way which can't be lifted and thus any (potential) pipeline will get flushed etc. I don't havy any good examples at hand, but any "vulkan versus opengl" technical debate/blog/primer should do. Btw. even Vulkan has some known performance limitations (some discovered as lately as when porting Linux graphical stack to Apple M1 by Alyssa and others...) but it shall be (much?) better in pipelining than OpenGL IIRC.
Thoughts?
The text was updated successfully, but these errors were encountered:
I really like the (utter 😉) simplicity of the API in this library! Feels kind of smooth for small things 😉.
There is just one thing which might be a wart though (IDK - let's discuss it thus 😉).
^^^this reminds me of one of the main arguments why Vulkan was introduced over OpenGL. Because saving and restoring state makes the whole API strictly synchronous in such a way which can't be lifted and thus any (potential) pipeline will get flushed etc. I don't havy any good examples at hand, but any "vulkan versus opengl" technical debate/blog/primer should do. Btw. even Vulkan has some known performance limitations (some discovered as lately as when porting Linux graphical stack to Apple M1 by Alyssa and others...) but it shall be (much?) better in pipelining than OpenGL IIRC.
Thoughts?
The text was updated successfully, but these errors were encountered: