
Originally Posted by
elanthis
Of course there is _huge_ gain to the changes. Try writing an engine that can easily support 200 different materials (a.k.a., shaders) in a single scene with a unified deferred shading system, a complete particle system with artist-friendly editor, material editing GUI, artist-friendly effects system, multi-pass shader support, and the other usual stuff like GPU skinning and post-processing chains all while using GLSL's original linkage model. Hint: it don't work all too well.