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In some ways, I find the modern OpenGL with shaders to be simpler than the fixed-function pipelines of old. The important parts, like the projection math, happen in your code. If you understand the math, it's easier to follow than a bunch of API calls to modify global matrix stacks.


You also get the flexibility of how you want to implement certain matrix math, eg. if it's calculated on the CPU or GPU depending on your needs.




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