Timeline for Is OpenGL built on top of OpenCL?
Current License: CC BY-SA 4.0
8 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Feb 22, 2022 at 12:03 | answer | added | Philipp | timeline score: 3 | |
| Feb 22, 2022 at 10:55 | answer | added | Maximus Minimus | timeline score: 3 | |
| Feb 22, 2022 at 5:49 | comment | added | DMGregory♦ | Judging by your previous question, it sounds like you might be a little early in your game development journey to be trying to create your own low-level graphics libraries from scratch. You'll be much more effective in this endeavour once you have some hands-on experience making games with existing libraries, and can deeply understand their use cases, pain points, and how they tick. Then you can put that understanding to work in designing your own that avoids first-timers' pitfalls or maybe even improves on what's available on the market now. | |
| Feb 22, 2022 at 5:40 | comment | added | DMGregory♦ | OpenGL is not truly a "library" (despite the name). It's an API: a standardized way of communicating with a graphics card via a driver that complies with that standard. So you can't practically go "lower level" other than by switching to a more explicit API. It sounds like you may be interested in What's the lowest-level way of making graphics from scratch? Do I really need to use a graphics API? How to write my own 3D graphics library? etc. | |
| Feb 22, 2022 at 4:46 | answer | added | Kromster | timeline score: 2 | |
| Feb 22, 2022 at 4:33 | history | edited | Kromster | CC BY-SA 4.0 | edited body; edited title |
| S Feb 22, 2022 at 1:20 | review | First questions | |||
| Feb 22, 2022 at 8:34 | |||||
| S Feb 22, 2022 at 1:20 | history | asked | is code | CC BY-SA 4.0 |