> I would add to that list that once you get into it, the new ways of doing
> things are really much cleaner and simpler. The only caveat being that you
> do need to know more a bit more of the theory than you used to.

I can fully subscribe to that. Actually I must admit that I find
modern OpenGL so much more convenient, that I'll probably forget about
supporting Anything below 4 (you can do some forward compatible coding
in older versions (like generic attribs), but there's also some things
like uniform function pointers or tessellation shaders which I find I
wouldn't want to miss).

And the knowledge of more theory isn't really a caveat either. Sure,
it does mean you'll have to put in a bit more time at first. But this
will save you tons of time later. For instance, opengl4 requires you
to compute your own matrices and pass them into shaders as uniforms.
It is good to know the matrix math. It is also good to be able to
replicate the pipeline transform in your own application code (for
instance if you want to be able to position UI elements in a 3d
scene). You're also being independent of the opengl matrix stack,
which basically makes for less code and a more flexible way to do
things.

For me the new way to do thing is happiness all around :)

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