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author | Edoardo La Greca | 2025-05-05 14:27:51 +0200 |
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committer | Edoardo La Greca | 2025-05-05 14:27:51 +0200 |
commit | 5a3c5e78d8dcebe1e2f01d0faf4140e5da441f49 (patch) | |
tree | f850db78afe6521ce0779de3e3a9c2caf87eb2da | |
parent | 4ca49ab60c19c89f25f4f3c4fd6e9993505d8437 (diff) |
expand and fold faq
-rw-r--r-- | doc/FAQ | 9 |
1 files changed, 7 insertions, 2 deletions
@@ -6,11 +6,16 @@ Why OpenGL and not X? (Where X = Vulkan, Metal, DirectX, etc.) -Because it's so widespread and common that I can take its support for granted. +Because it's so widespread and common that I can take its support for granted. +It's also easier to use than most other APIs. Why FreeGLUT and not X? ----------------------- (Where X = GLFW, SDL, etc.) -Because it has and does exactly what I need. Other libraries handle a lot of other things that I don't need (e.g. audio), which translates into avoidable downsides. +Because it has and does exactly what I need. Other libraries handle a lot of +other things (e.g. audio, game pad input) which are fundamentally out of scope +for a library that focuses on solely providing a UI toolkit. They are better +suited for building video games with a common API for all platforms. + |