Magnum: Lightweight, modular C++11 graphics middleware for games/visualization
Yikes, a GL-inspired graphics library... let&#x27;s see, how many sins do I count:<p>* Still using global enable&#x2F;disable flags for all the state bits (e.g. depth test, face culling) rather than packing them into a PSO struct. Why?<p>* Uniforms are bound manually and kept statefully rather than being provided as a UBO interface.<p>* No support for draw call buffering or sorting, and what appears like limited support for multiple framebuffers.<p>* Ooh, &quot;SceneGraph&quot;, is that where the pass manager is? Oh, no, it&#x27;s an object layer that seems to resemble circa OGRE around 2011. Doesn&#x27;t seem to do any transparency sorting or pass management either.<p>I&#x27;d really recommend something like bgfx, sokol, or wgpu instead, which have reduced their dependence on global state, and provide a much better foundation for modern graphics.