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Comment by flohofwoe

> If they can’t program in C/C++ and debug the error messages how are they going to survive in the wild?

The problem is that you don't get *any* error messages from native GL in the first place (unless you wire up a debug-message callback via the optional KHR_debug extension which isn't available everywhere), and the builtin error system via glGetError() is pretty much completely useless.

Other APIs don't suffer from this problem, D3D, Vulkan and Metal all have excellent validation layers which give very helpful messages, and WebGL or WebGPU running in browsers basically implement such a validation layer out of the box.

parent flohofwoe 4 days ago

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