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I am thinking it might be a reasonable idea to create an interface that describes all of the required opengl api calls so that the code can accept different opengl core objects which would bring all of the code back down into a single folder rather than having any core specific code. I am not sure if this will work or not in terms of how opengl handles the same function calls across versions. Thoughts are appreciated.
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The official repository github.com/go-gl/gl practices this. I took the idea from there. I'm not sure what exactly in OpenGL is a better tone. From the options to do:
All versions in different folders (github.com/go-gl/gl)
Common code in the shared folder, different code in different (current)
All the code chooses different methods based on the selected version (is it correct in Golang?)
Gotcha. Those folders are all being generated so there isn't much manual maintenance involved. As long as the function signatures are universal (at least in terms of what gltext needs) and the underlying results of the given functions are the same, I would rather maintain less code.
When I look at the shaders I originally wrote they still specify 330 as the version. If support for 2.1 were added at some point then that would require changes. I might just give this a try at some point. Thanks for your input!
If you want to give this a try, let me know. I don't want us both to work on the same thing.
I am thinking it might be a reasonable idea to create an interface that describes all of the required opengl api calls so that the code can accept different opengl core objects which would bring all of the code back down into a single folder rather than having any core specific code. I am not sure if this will work or not in terms of how opengl handles the same function calls across versions. Thoughts are appreciated.
The text was updated successfully, but these errors were encountered: