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And I think it was a big failure not to adopt Iris Inventor as well.

Every OpenGL newbie has to go through the rite of passage of assembling their own SDK for dealing with fonts, textures, materials, math, meshes,...

Whereas all competing APIs provide such features out of the box on their SDKs, including the console ones.

Plus there is this myth about portability, when any relatively big OpenGL application is full of extensions and multiple code paths to deal with OEM specific features, driver bugs or hardware glitches.

Then there is the little issue that OpenGL, OpenGL ES and WebGL are only superficially alike.



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