> 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


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