The Linux graphics stack in a nutshell, part 1
The Linux graphics stack in a nutshell, part 1
Posted Dec 21, 2023 20:09 UTC (Thu) by tdz (subscriber, #58733)Parent article: The Linux graphics stack in a nutshell, part 1
Author here. Thanks for the kind replies and the interesting discussion. On the topic of Vulkan, I have to admit that I preferred OpenGL for the article's examples, as it's much easier. Dealing with Vulkan's complexity probably makes sense for AAA games or the high-profile 3d engines that need the additional control and performance over GL. For other software, the trade-off might be different.