BrandonFurtwangler said:I totally disagree. DX9 isn't going to disappear. In fact it will run on Vista and XP. So why would they jump to OGL when they could _continue_ to use DX9 for the interim period?
What _will_ make them jump to DX10 is all the new features it enables. If you look into OGL2.0 you basically see a less elegant version of DX9 (although much better than 1.5). It may be cross-platform, which is great, but I dont think this is top priority for game developers.
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As I see it, OpenGL's extension mechanism is what killed it for game developers. Its like coding in DOS. You have to 10 different extensions to do any one thing. Sure you can use ARB extension, but half the time they run so much slower that you end up needing to write vender and card specific render paths. With D3D you still have the different feature sets, however you are at least (mostly) spared the vender specific BS.
When it comes down to it, I think OpenGL isn't going anywhere soon, but you cant argue that the API is a relic of the past. Some people find it less daunting to get started with such an api design, but when you try to do more complicated graphics I find it horribly contrary to everything software engineers have learned in the past 15 years.
[/opinion alert]
ARB runs so much slower? Slower then what? I see almost no speed differences from ARB and GLSL, well alittle bit, but it varies from shader to shader. Sometimes ARB is faster sometimes GLSL is faster but usaully a marginal speed difference.
Optimization with OGL tends to be easier because you have 10 different functions to do the same thing pick and choose the best one for the operation.
So far if venders support certain features then it becomes a standard in OGL, I see things in OGL that aren't avaiable in Dx, and the other way around. And of course updates on a periodic basis also.
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