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> Windows had proprietary standards, Apple had OpenGL. Repeating the same nonsense over and over again still doesn't make it true. Windows always had full sup
by qayxc 6y ago
> Windows had proprietary standards, Apple had OpenGL.
Repeating the same nonsense over and over again still doesn't make it true.
Windows always had full support for every graphics API - be it proprietary (like Direct3D) or open (like OpenGL).
The difference between Apple and Microsoft was that Apple controlled access to the API, that's why you were stuck with outdated OGL versions on MacOS and can probably say goodbye to OGL entirely on their future Apple Silicon products.
Microsoft on the other hand simply stopped providing anything but a OpenGL 1.2 implementation, while leaving API support to the hardware vendors via drivers. This happened all the way back in Windows 95 already, which is why some vendors provided their own APIs (remember GLIDE?), while others shipped "MiniGL" drivers just for Quake.
Microsoft never prevented drivers from providing graphics APIs or applications from using them and redirected OpenGL calls to the hardware driver when available.
- pjmlp 6y agoYes I remember Glide, it was a MS-DOS based API and happend before DirectX had any proper relevance, just like miniGL.