@Jona "the learning curve is steep (depending on your background), because you need to learn several languages at once (lua, c++, open frameworks, opengl, shader, emscripten, java script etc.)..."
For example, if you draw
an ofImage and specify a width and height, it will scale the image to the width and height. If you do the same with an fbo, then (according to the documentation) it will not scale. Or, if you draw an image, it's the right way up, but if you texture it onto a geo, it may be rotated 180 degrees. Fine print like this is maddening. It suggests that the development focus is on the implementation internals rather than the user's experience of the object interfaces. There may be good reasons for that but I'd love to see another layer on top of this to make behaviors more consistent.
Granted, I'm coming from an environment where OOPy polymorphism means that different classes should strive to implement the same method name in ways that are basically compatible. Maybe this isn't possible or desirable for graphics in the same way (I can understand shaders' more intimate connection with the hardware), in which case the static is between my expectations and the reality.
Anyway, maybe I'm wrapping my head around it by now...
hjh