![]() OpenGL is still based on an outdated "workflow" if you will, it will never be as optimized as a product using Vulkan directly will be, and learning OpenGL today is kind of throwing your time away. That said, If you have it in you to either write a middleware rendering API on top of Vulkan, or use an existing one, I'd say go for that instead of using OpenGL directly. Vulkan is obviously one step more lower-level than OpenGL, however it's also newer and is also starting to get more and more prioritized by the ecosystem. Having learnt Vulkan, and written my own middleware rendering API with it, I believe they are pretty equal. I'm going to disagree with the general consensus here of "it's still the same, they are still very different".
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