Original Post
I'm in the middle of writing a small graphics lib for my future games, and just found myself writing a Shader object. Something it rubs me wrong. What is the point in me wrapping glCreateShader into Shader::Create(), and glUseShader into myShader.use()? I think I'm biased towards more procedural code, so maybe that's just it... Ideally I won't ever touch opengl directly from the game code itself. Only the graphics lib will actually use the gl* commands... so is there any real benefit to the wrapping?
I'm interested in what other people do. I mean... it's already pretty OO imo...
[Edit] Yes and no seemed confusing.
I'm interested in what other people do. I mean... it's already pretty OO imo...
[Edit] Yes and no seemed confusing.