@lisyarus This is a fair point. I write DX11 as the "golden path" because that's what I know best, and then translate to the equivalent OpenGL and ignore all the wacky variants/extensions of OGL that don't directly correspond to the DX11 equivalents. But you could just skip writing the DX11 code entirely I guess? I don't have a broad enough experience of OGL to know if that's wise.