But that's not my issue, I acknowledge freely that OpenGL drivers are bad. I just don't quite see how that's a failing of OpenGL, rather than the vendors who actually implement the drivers.
But that's not my issue, I acknowledge freely that OpenGL drivers are bad. I just don't quite see how that's a failing of OpenGL, rather than the vendors who actually implement the drivers.
http://arstechnica.com/gaming/2013/03/sony-dives-deep-into-t...
Also uses Clang and a bunch of Unixy open source stuff...
The core OpenGL feature set and API factoring are almost certainly things you can expect to be similar on console platforms, at least where the hardware matches. So in that sense 'It's OpenGL' is almost true!
I've had to deal with cards that explicitly lie to the software about the capabilities by specifying they support a shader feature that's implemented in software without acceleration (!!!). There's no way to tell via the software that the driver is emulating the feature besides enabling it and noticing your engine now performs in the seconds-per-frame range. So we blacklist the card from that feature set and move on, because that's what you do when you're a game engine developer.