OpenGL


A little clarification on modern shader compile times

So I saw these tweets earlier today: Horizon Zero Dawn has been fun.Tells me I have an old driver. Still runs. Takes 30 minutes to compile shaders. I watch the intro cut scene. I think. Better to update the drivers. I quit. Update drivers. Start the game again.And now we’re […]


Direct3D11 vs OpenGL4.4 in 2015, an experience review

In Ogre 2.1 we’ve modernized the whole engine. We started by adopting OpenGL 4.4 as our main API, and then we adopted D3D11 as well. It’s been an enlightening experience. From a performance point of view there is no definitive answer “OpenGL is always faster” or “D3D11 is always faster”, because the […]


What I hate from OpenGL API

The OpenGL API sucks. It has gotten better over time, but still is miles away from what it should be. And probably, the API needs a redesign from scratch, something that was promised a long time ago but never happened. There’s often a talk about “API wars” or “DirectX vs […]