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Old 09-15-2003, 02:04 PM   #1 (permalink)
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Open GL -vs- Direct X

From the beginning:

Which had more hope and why?

Which In Your Opinion is/was better and why?

If OGL support took as much ground as DX in the past years which would we better and why?
----------------------------------------

I personally think Open GL had alot of hope and was onpar or equal in features and usability at one time to Direct X. But as Microsoft being the creator of Direct X of course they had more grounds and development power than Open GL so more effort was put into the extent of making Direct X the leading API. IMHO if both API's were created by an outside source, not the founder of a mainstream operating system they still may be competing.

I'm not sure how Open GL (1.5) fares against Direct X 9 but I do know that Direct X is still in the lead, it's still the mainstream for running 3D content and games and Open GL is on it's last legs trying to stay alive being a second hand for graphics cards to work with.

I have the feeling that someday, not too far in the future, development for OpenGL in applications will cease to be and DX will be the ultimate mainstream API for graphics hardware and software.

Someday Developers just wont care.

(EDIT)


Last edited by MatrixmaN; 09-15-2003 at 03:01 PM.
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Old 09-15-2003, 02:19 PM   #2 (permalink)
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but remember that open gl being OPEN is available to run on different machines such as amigas and under different oses such as linux. wintel is one way not the only way. yes dx might be ahead and quite good but open gl has a lot of merit and a more dominant position away from windows.
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Old 09-15-2003, 02:41 PM   #3 (permalink)
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Well I was pretty much speaking from a windows-based perspective since thats the operating system that the majority of games can run on.
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Old 09-15-2003, 02:42 PM   #4 (permalink)
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OGL is currently upgrading to ver 1.5 (NOT 2.0) which should put it to where Dx9 is (or beyond). Apparently, id is planning to use OGL for the new DOOM3.

For a while, DirectX cost money to develop for, although that apears to have recently changed. Both Dx and OGL will evolve, but as to which will ultimately win...well, I think 3d APIs will be obsolete by then.
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Old 09-15-2003, 03:14 PM   #5 (permalink)
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This really should be Direct3D versus OpenGL, as DirectX is a entire I/O interface layer.

I doubt this will surpise anyone that knows me, but I have to definitely vote for OpenGL. OpenGL was producing 3D graphics years before D3D. It is cross-platform, readily supported, and continiously developed.

OpenGL 2.0 is a reality right now, atleast for those with 3Dlabs cards. nVidia and ATI will have an OpenGL 2.0 driver in the upcoming months.

Here is my OpenGL 2.0 article comparing the current state of OpenGL with DirectX, plus offering technical details for the upcoming OpenGL 2.x standards.

Future Look: OpenGL 2.0

Hope you enjoy the read, it was Slashdotted when published. Too bad the counting system went active at a later date, as it only shows a mere 3000 reads.

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Old 09-15-2003, 03:16 PM   #6 (permalink)
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Ha, so what the heck happened to renaming 2.0 1.5? Or did I miss something big time (it's Monday, I'm bound too).
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Old 09-15-2003, 03:36 PM   #7 (permalink)
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OpenGL 1.5 introduces the OpenGL Shading Engine. This engine is comprised of multiple ARB extensions to the already established OpenGL 1.x architecture. OpenGL 1.5 is a step towards OpenGL 2.0, but the programming interface still essentially parallels former OpenGL 1.x revisions.

Key OpenGL 1.5 features include:

- Vertex Buffer Object: vertex arrays for higher performance rendering

- Shadow Function: additional comparison functions for shadow mapping

- Occlusion Query: asynchronous occlusion test for better culling

- Non power-of-two Textures: for more efficient use of texture memory, including mipmaps

- Shader objects, vertex shaders, and fragment shaders, all for use of programmable shader hardware

OpenGL 2.0 goes beyond the ARB extension process by providing high-level, hardware-independent programmability. Read through my OpenGL 2.0 article for the details. OpenGL 2.0 concentrates more on streamlining the programming interface than anything else. 3Dlabs has already issued an OpenGL 2.0 driver and complier for its VP series of chipsets.

The current OpenGL 2.0 driver includes:

- Procedural texturing - bricks, stripes, dots, bumps, glass

- Image-based texturing - bump mapping, environment mapping, multitexturing

- Noise-based effects - clouds, granite, marble, turbulence, wood

- Animated effects - translation, oscillation, computed trajectories

- Non-photorealistic effects - hatching, Gooch shading

- VPU-based computation - Mandelbrot and Julia sets

- Imaging - Convolution, blurring, sharpening, complex blend modes, color space conversion

- Particle systems

- Volume rendering

- Metallic - Polished (gold, chrome), Matte (brushed, stainless, galvanized), Dull (cast iron) surfacing

Hope this helps,
Robert Richmond
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