Ingenu said:
I was soooo wiling to close this thread when I saw the title... but there's nothing in to warrant a lock
OMFG OpenGL sucks. Direct3D is better. Just is. Fact.
That any better for you?
Anyway, my point was that this core functionality will be common to both API's, in one form or another; the difference, to my mind, will ultimately be the aesthetics of the shading languages, and the turnaround time for technology indoctrination within the API
Yeah, I suppose thats a fair comment.
One thing I haven't seen raised so far that I think is equally important to the source-code/API level.
Tools.
Slightly OT, but a lot of developers I've spoken to loved XBox development (instead of PS2) for the simple reason it had better tools, documentation, support and was just generally better to develop for. Not that one of the API's were substantially better/worse.
I can't really comment on the OpenGL side (hopefully someone else can), but simply downloading the DXSDK gets you "PIX for Windows", Debug Runtimes, Reference rasterizer, Texture Viewer/manipulation, dxops, dxviewer...
I'm not 100% sure, but things like NVPerfHUD are D3D only, right? Does RenderMonkey handle Cg/GLSL as well?
I've only heard of "gDebugger" in the OpenGL camp, but I'd imagine there have to be more. I've no idea what the standard of official OpenGL info/docs are either.
If you put the target market/audience to one side, then surely the API with the better tools/documentation is going to lead to quicker and easier development and happy programmers :smile:
Cheers,
Jack