
Originally Posted by
elanthis
It's not moving ahead fast enough, unfortunately. It's still lacking a few core features of D3D 11, for instance, not least of which is sensible application-side multi-threading support. It's still lacking in solid documentation in many areas, lacking in a proper test suite, lacking in an industry-standard fully complete reference software implementation, etc. All of which are thing that Khronos can fix (and in fact, have put money into achieving for OpenGL ES already, which they clearly care far more about than regular OpenGL, likely due to the mobile market not already being dominated by a superior API).