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OpenGL is a graphics standard and API which targets the desktop and workstation markets. It is designed to be easy to accelerate with dedicated computer hardware, and hence most implementations give greatly improved performance over traditional software rendering. Currently, OpenGL is used for applications like CAD software and computer games. It is also cross-platform. The OpenGL standard is controlled by the Khronos group, which also controls OpenGL ES.

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Proper asset management?

For instance, a vertex buffer in DirectX or OpenGL would lead me to believe I should have one central buffer in which I would adapt to my game. But how would I efficiently manage this? …
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