I'm writing an cross-platform renderer. I want to use it on Windows, Linux, Android, iOS. Do you think that it is a good idea to avoid absolute abstraction and write it directly in OpenGL ES 2.0? As far as I know I should be able to compile it on PC against standard OpenGL, with only a small changes in code that handles context and connection to windowing system.
I'm writing an cross-platform renderer. I want to use it on Windows, Linux, Android, iOS. Do you think that it is a good idea to avoid absolute abstraction and write it directly in OpenGL ES 2.0? As far as I know I should be able to compile it on PC against standard OpenGL, with only a small changes in code that handles context and connection to windowing system.
I'm working on my own simple abstract rendering API. I would like to implement that API using Direct3D 10 and OpenGL. Currently, I would like to implement input layout abstraction. I have just one question. Why exactly does Direct3D 10 needs compiled shader when creating ID3D10InputLayout instance? Just to compare input layout with shader input? Is it ok to just pass in a compiled "dummy" shader and accept the warning?