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"Vulkan represents a low-level way of talking to the GPU more or less on the GPU's terms. As opposed to OpenGL which is a way of talking to the GPU on boomer CAD programmers' terms."

Kind of like that description. I've been doing GL since before it was OpenGL.

In my Common Lisp 3D system [1], I've been happily using very simple immediate mode OpenGL calls, taking advantage of CAD-like features such as drawing wireframes of various thickness over shaded polygons. OpenGL provides specific Z-buffer API calls to facilitate such things.

Is there a simple way of doing such CAD-centric things in Vulkan?

[1] https://github.com/kaveh808/kons-9




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