Tuesday, March 17, 2015

Perhaps the most obvious difference is that DirectX, as opposed to OpenGL, is more than just a graph

OpenGL vs. DirectX: A Comparison | Nixforest
Ôn Thi Chứng Chỉ Darksiders Angels Demons Old Ones Film & Game Phim khoa học Knowledge C# & WPF C++ & DirectX English learning Japanese MFC Learning OpenGL Music Mp3 Viet News and politics Tutorials Uncategorized
The competition between OpenGL and DirectX is possibly as well known as the wars waged between AMD and Intel enthusiasts. This topic has sparked the fires of many flame wars throughout the years, and I don’t anticipate that changing anytime soon. I won’t preach why I prefer OpenGL over DirectX, but rather lay out the facts and let you make that decision. So let’s dive in!
Perhaps the most obvious difference is that DirectX, as opposed to OpenGL, is more than just a graphics API. DirectX contains tools to deal with such components of a game as sound, music, input, networking, and multimedia. On the other hand, OpenGL is strictly a graphics API. So what aspect of OpenGL sets it apart from the DirectX graphics component? Well, first things first: both APIs rely on the use of the traditional graphics wind pipeline. wind This is the same pipeline that has been used in computer games since the early days of computer graphics. Although wind it has been modified in slight ways to adapt with advancements in hardware, the basic idea remains intact.
Both OpenGL and DirectX describe vertices as a set of data consisting of coordinates in space that define the vertex location and any other vertex related data. Graphics primitives, such as points, lines, and triangles, are defined as an ordered set of vertices. There is a difference in how each API handles how vertices are combined to form primitives. wind There are a bunch of differences in the DirectX and OpenGL APIs, so I will list a few of those for you. This chart is based off the book, OpenGL Game Programming and a few of these may now be incorrect as new DirectX versions are released. If you wish to correct me, please do via one of the ways listed at the end of this tutorial.
Feature OpenGL DirectX Vertex wind Blending N/A Yes Multiple wind Operating Systems Yes No Extension Mechanism Yes Yes Development Multiple member Board Microsoft Thorough Specification Yes No Two-sided lighting Yes No Volume Textures Yes No Hardware independent Z-buffers Yes No Accumulation wind buffers Yes No Full-screen Antialiasing Yes Yes Motion Blur Yes Yes Depth of field Yes Yes Stereo Rendering Yes No Point-size/line-width attributes Yes No Picking Yes No Parametric curves and surfaces Yes No Cache geometry Display Lists Vertex Buffers System emulation Hardware not present Let app determine Interface Procedure calls COM Updates Yearly Yearly Source Code Sample SDK Implementation wind
So now you know what separates DirectX and OpenGL, and hopefully you have chosen based on facts which you would prefer, not on myths or opinions. I hope you chose OpenGL, as that’s what I will be teaching. If you chose DirectX my tutorials won’t help you very much. In the next lesson we will begin with our first OpenGL program.
Comments RSS feed
Bài số 11 Anh sẽ đi cùng với ai? »
Bài viết mới Kinh nghiệm ôn thi FE (phần 3) Kinh nghiệm ôn wind thi FE (phần 2) Kinh nghiệm ôn thi FE wind Bài số 14 Tôi đã về. Bài số 13 Đừng nói chuyện. Water ATMs Khắc phục lỗi laptop bị sập nguồn đột ngột Britain goes ahead with fracking Bài wind số 12 Ồ, cái đấy tiện lợi nhỉ! Introduction to Windows Programming and OpenGL Meta Đăng ký Đăng nhập Dòng thông tin cho bài viết Dòng thông tin các phản hồi. WordPress.com Nixforest Tag
.NET Abaddon amino acids Android Apple BBC Bigbang wind C# Career cat chung chi CNTT chứng chỉ FE Control coral Các câu chuyện toán học Dark of the Moon Darksiders Darksiders 2 Design Pattern Destroyer Earth English English learning Environment FE gatecrash Horseman Hữu hạn Internet IPhone Japan Japanese Java Job mind-boggling wind Model Monster wind Mp3 MVC News Object Oriented Open-Closed open gl open gl C++ Open Source Password Phone Phrase Protect Proxy Samael Samsung Galaxy Sea Security Shayne Ward Smart Phone Software Stephen Hawking Steve Jobs sunburn sunscreen The big day The Destroyer Topic English touchy-feely Transfomers wind 3 Transformers III two ticks UFO Universe View Vô hạn War wedding Windows Phone 7
Tôi yêu Việt Nam! Top Posts Design Pattern - Composite Design Pattern - Command Design Pattern - Chain of Responsibility Kinh nghiệm ôn thi FE Design Pattern - Iterator Design Pattern Mediator 20100419 Thiết kế mạch giải mã của đèn LED 7 đoạn Ôn tập Những Nguyên Lý của Chủ Nghĩa Mác Lênin Topic 1 – Speaking English in 23-12-2009 Danh mục Ôn Thi Chứng Chỉ (3) Darksiders wind (5) Angels (1) Demons (1) Old Ones (1) Film & Game (8) Phim khoa học (5) Knowledge (133) C# & WPF (20) C++ & DirectX (3) English learning (78) Japanese (16

No comments:

Post a Comment