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#Actualphantom

Posted 24 September 2012 - 09:28 AM

What saved openGL ultimately was that directx only runs on microsoft devices. Mac/Unix/Linux/Android/PS3.... All use OpenGL.


All good... you know, part form the fact that Android uses OpenGL|ES (aka OpenGL's saner relation) and the PS3 doesn't use GL at all.
(An OGL|ES layer exists for the PS3 but no one in their right mind uses it...).

Directx only became king because microsoft partnered with game companies and funded hundreds of game titles in the late nineties. They flooded the markets with windows only games and this set the standard from that point onward.


OpenGL was still the renderer of choice in the late 90s and very early 2000s; I was still playing Counter Strike on the source engine Half-Life engine using OpenGL as late as 2001, UT's OpenGL renderer was better than the D3D one of the time and iD was still pushing OpenGL solutions. D3D9 came out, stopped doing dumb things and the ARB utterly failed to bring matching functionality for some time (look up the history of the VBO and FBO extensions for example of features which massively lagged D3D due to IHV infighting) and have managed to stumble time and time again (OpenGL2 & OpenGL3 being the big ones, the last being the one which finally made me go 'screw this noise..' and swap to using D3D).

(edit: correction to my earlier brain fart with regards to HL/Source engine confusion)

#1phantom

Posted 24 September 2012 - 03:56 AM

What saved openGL ultimately was that directx only runs on microsoft devices. Mac/Unix/Linux/Android/PS3.... All use OpenGL.


All good... you know, part form the fact that Android uses OpenGL|ES (aka OpenGL's saner relation) and the PS3 doesn't use GL at all.
(An OGL|ES layer exists for the PS3 but no one in their right mind uses it...).

Directx only became king because microsoft partnered with game companies and funded hundreds of game titles in the late nineties. They flooded the markets with windows only games and this set the standard from that point onward.


OpenGL was still the renderer of choice in the late 90s and very early 2000s; I was still playing Counter Strike on the source engine using OpenGL as late as 2001, UT's OpenGL renderer was better than the D3D one of the time and iD was still pushing OpenGL solutions. D3D9 came out, stopped doing dumb things and the ARB utterly failed to bring matching functionality for some time (look up the history of the VBO and FBO extensions for example of features which massively lagged D3D due to IHV infighting) and have managed to stumble time and time again (OpenGL2 & OpenGL3 being the big ones, the last being the one which finally made me go 'screw this noise..' and swap to using D3D).

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