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Do you have any comparisons or examples? I've found OpenGL to be a fairly straightforward API (if you ignore all the depreciated stuff)...
by stephen_g 15y ago
Do you have any comparisons or examples? I've found OpenGL to be a fairly straightforward API (if you ignore all the depreciated stuff)...
- eropple 15y agoJust off the top of my head, because it's been a while since I rolled a list like this. One is a complaint from friends of mine that I haven't personally tripped over; others are my own issues from assorted hilarious Failures Of Graphics Programming. * A total lack of typing. Everything is a GLuint. By the time I've bodged together sufficient type safety to be comfortable, it looks like DirectX. * Extensions suck. Abjectly suck. While Direct3D has its problems, it does a pretty good job of saying "you must support these things". OpenGL attempts to vaguely say the same thing, but the difference is that Direct3D enforces support of things I want to use. It seems that you end up with many more code paths for OpenGL if you want to properly handle a lot of stuff. * Difficult to query about GLSL problems, if possible at all. (An older example that's stuck with me is the noise() function, which nobody implemented the last time I dealt with this stuff. They returned a constant. Detecting this failure mode was nontrivial.) * Tooling. As usual, Microsoft is way ahead in this area. A project of mine uses OpenGL instead of D3D, but that's primarily because I'm not the graphics guy on that project. My own stuff just uses XNA, as it's 2D stuff I want to deploy to the 360.