> First of, everything concerning glBegin and friends is ancient stuff, > don't touch them. Don't touch glMatrix* or anything like that, too. Do it on your own (even in JS if you use WebGL). In short: Do the matrix math on the CPU, use the most optimal vertex submission mechanism supported by the targeted version (vertex arrays, VBOs, etc.) and use shaders. Second, every platform has its own flavor of OpenGL: OpenGL for the Desktop, OpenGL ES on mobile and WebGL for the browser. All are similar and yet quite different. All have their own versions and the associated problems. Use OpenGL only if you need its features and then pick your platform and don't try to handle them all in one software. OpenGL is not easy to handle and you really have to dive in deep to make the most of it. You can do a lot of stuff really fast but the API is very old and it shows more and more. You have very little direct control of your graphics hardware and moving data to/from the card is cumbersome. Personally I am waiting for the successor of OpenGL (Vulkan) which does away with the multiple platform versions (Normal, Web, ES), unifies them and is stated to give you much more control of the hardware. I am sure things are not getting much easier in the high speed graphics department but a lot more organized and hopefully better to maintain.
R. > Very interesting point about OpenGL and Vulkan.Thanks. By the way do you know any implementation of OpenGL or Vulkan for GUI in pascal for my recent research? Regards, Ara -- http://www.fastmail.com - Email service worth paying for. Try it for free
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