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Well, in OpenGL it would take you at least 100 lines of code. Don't forget that glBegin and fixed function pipeline is deprecated nowadays. Sure, with that you can draw a triangle in 10 lines. For modern OpenGL you have to create vertex and fragment shaders, send uniforms, create vertex buffers, upload vertex data, set up vertex attributes, and only then can you render. Vulkan is just the next step of that. Also, a lot of Vulkan code is something you will wrap once, and unless you need the absolute best performance and finetuning you can just stash it in some utility method. Creating an image takes 40 lines of code? Put it into a create_default_image() method and it's only one line of code from now on.


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