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Opengl vs directx 123/24/2024 Instead of a long explanation, I decided to simply create a table of the features introduced by the APIs. Besides that, as we will see, the war is really far from over… This article aims to list the most important features introduced by OpenGL 3.x, OpenGL 4.x, Direct3D 10, Direct3D 11 and we will also talk about the promised features of the upcoming Direct3D 11.1 to be fair with DirectX :)Īfter I wrote my article about the latest features introduced in OpenGL someone asked me whether I can write an article about the comparison of the hardware features exposed by OpenGL and Direct3D. First, because it compared OpenGL 3 which targeted Shader Model 4.0 hardware and DirectX 11 which targeted Shader Model 5.0 hardware. To be honest, I didn’t really like the article at all. I’ve chosen the title based on the popular article that tries to prove that OpenGL lost the war against Direct3D. This article remains public for those who may find it useful despite its flaws. Additionally, it likely contains technical inaccuracies, opinions that the author may no longer align with, and most certainly poor use of English. ![]() ![]() DISCLAIMER: This article was migrated from the legacy personal technical blog originally hosted here, and thus may contain formatting and content differences compared to the original post.
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