Original Post
Hello, I have begun looking at the OpenGL3 specification, and intend on writing my new engine against the specification. I just have a few questions. First question: Why does OGL3 have glOrtho, glTranslate, glRotate, glScale, and the like, deprecated? It takes out all the matrix functionality as well by removing glMatrixMode, and other things. So they want you to manage your own matrices? That just doesn't make sense to me, and I don't know why they couldn't have kept that. Second question: They deprecated glColorPointer, glVertexPointer, glIndexPointer, and other things such as that, so how are you supposed to upload data to VBOs? Is there any way, with the current specification, that you can even render anything at all? How are you supposed to draw something? Third question: Is OGL3 just making things a s***-load harder? I mean honestly, why do they put the managing of almost everything on the user. Why should we have to manage the matrices, matrix stack, drawing, lights, materials, and everything like that. I guess it's good if you are writing a specific application, but won't the development of engines become increasingly more difficult? I do like some parts of the specification though, such as doing away with user-generated names, color indexing, immediate mode, and other things. Overall, they could have done better, even with the deprecation model, in my opinion.