I use the same approach for my own work with OpenGL, which has resulted in my comprehensive wrapper library amulware.Graphics, which is for example used in my game Roche Fusion. This will allow us to focus on the intended behaviour of our program, instead of getting lost in the OpenGL API. However, instead of writing a horribly hard-coded example, we will use proper object oriented design to abstract away a lot of the interface of OpenGL. ![]()
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