nostr:nprofile1qy2hwumn8ghj7un9d3shjtnyd968gmewwp6kyqpqrn8y8eedhdc6fqylu8j49hcrrl37ezv996mwpzr8s492aeuj8dfqrkvdqu Hmm, for tessellation and geometry I think the modern advise is to implement them using compute anyway. Bindless is missing, but I don't teach bindless in OpenGL either ๐
Though afaik...