this post was submitted on 11 Oct 2024
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Learn Programming
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Download renderdoc: https://renderdoc.org/ It's a great, easy graphics debugging tool.
There, you should be able to inspect your draw call and see what's going wrong.
But also, on the topic of API's. OpenGL is basically obsolete as you suggested, but Vulkan / DX12 / Metal are a huge pain. I'd recommend DX11 if you have windows access, or WebGPU if you don't. For WebGPU you can write it in javascript or natively in C++ / Rust (good tutorial here: https://eliemichel.github.io/LearnWebGPU/)
That being said, if all you want to do is live on the shader side and you don't want to write the API side, then Electronic Arts recently open sourced a great tool called GiGi that lets you get right down to authoring shaders and connecting them together. Think ShaderToy but WAY MORE FEATURES. https://github.com/electronicarts/gigi
I appreciate the renderdoc, but the rest has a big "Catching mice is deprecated, recommend relying on humans instead." vibe to it.
Issue with DX is that I don't want to lock myself into Microsoft stuff, especially as they're forcing ML bullshit onto their users. I've heard of WebGPU, but thanks for its name, I thought it was a "web-only" thing, also I don't want to write even the most computationally heavy things in JS.
Since I'm writing stuff in D, I can just use nuvk in the future, maybe by translating OpenGL calls to nuvk calls, which it will translate to Vulkan or Metal.