Ask yourself this, if immediate mode never existed, would you still say that the ES2.0 method is still "basically impossible to learn"? I assure you that it is very possible to learn.
Ask yourself this, if immediate mode never existed, would you still say that the ES2.0 method is still "basically impossible to learn"? I assure you that it is very possible to learn.
Did you learn ES2 (i.e. create a buffer object, fill it, pass in attribute pointers, goof up the stride values, do it again, draw)? Or did your first triangle come out via begin/vertex/vertex/vertex/end?
Are you saying that immediate mode should be used in all cases, even for rendering a complex mesh where you will need to spend CPU cycles iterating and uploading vertices to the CPU every frame?
I'm saying that the begin/end APIs should not have been dropped from the spec in ES2. There needs to be some kind of equivalent, because high performances games and driver writers aren't the only users of the API.