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How many use OpenGL?


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#1 Deokhee Lee   Members   -  Reputation: 122

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Posted 25 June 2001 - 11:56 PM

Generally, 3D game is programmed by Direct3D... How many use OpenGL?

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#2 Obelix   Members   -  Reputation: 122

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Posted 26 June 2001 - 12:24 AM

I think you missed a "not"
Generally, 3D games is not programmed by Direct3D...

Most 3D games sold are not for Windows. Another thing to remember is that over 90% of the commercial game projects that is using Direct3D is losing money.

To be honest do I think that a discussion like this is pointless. What you can do should be more important.


#3 notatric   Members   -  Reputation: 122

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Posted 26 June 2001 - 01:36 AM

I think OpenGL is much better than Direct3D and we all should support it! M$ has enough money and we must stop them to control everything of the pc market!

The only thing which is better in D3D is D3DX and it''s helper functions for vertices,matrices and so on.... we should create such a thing for OpenGL..or is there something similar?? Don''t know...

...OpenGL 1.3...I think we all know why M$ stops releasing new OpenGL versions for Win.

Bye,
NoMoRe@

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#4 Ingenu   Members   -  Reputation: 806

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Posted 26 June 2001 - 01:59 AM

I agree M$ is not the kind of firm I want to support, and I use OpenGL to release a game on many platforms at once.
(Linux, BeOS, Windows [money guys], maybe MacOS and freeBSD)

About D3DX I think it''s called glu in OpenGL :p

There''s also GLUT at a higher level.

-* So many things to do, so little time to spend. *-


#5 Null and Void   Moderators   -  Reputation: 1087

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Posted 26 June 2001 - 03:25 AM

I''m porting my engine to SDL+OpenGL right now (from the Win32 API and XLib). After I''m done it''ll be readilly compilable on Linux, Win32, BeOS, MacOS, Solaris, IRIX, and FreeBSD. All without changing a thing. The joys of OpenGL . The only annoying thing is dealing with the different directory structures in each OS, but that''s not too bad (I found a way around that).

[Resist Windows XP''s Invasive Production Activation Technology!]

#6 Supernova   Members   -  Reputation: 122

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Posted 26 June 2001 - 11:42 AM

The thing with SDL is by the license agreement you''re required to release your source code if you use it. If you''re making something open source that''s fine but if you want to release something commercial and don''t want to release your code, then I wouldn''t use SDL.

#7 Martee   Members   -  Reputation: 476

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Posted 26 June 2001 - 12:04 PM

quote:
Original post by Obelix
Most 3D games sold are not for Windows



?

~~~~~~~~~~
Martee

Edited by - Martee on June 26, 2001 7:05:03 PM

#8 mittens   Moderators   -  Reputation: 1315

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Posted 26 June 2001 - 02:42 PM

I don''t use OpenGL, not at all. Nope, not me.

Anyhoo, I sure hope this won''t turn into a Direct3D vs. OpenGL flame war, cuz I''d have to take out my big shiny sword on this thread (wink wink nudge nudge), so keep it civilized.

------------------------------
Trent (ShiningKnight)
E-mail me
OpenGL Game Programming Tutorials

#9 zedzeek   Members   -  Reputation: 528

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Posted 26 June 2001 - 03:13 PM

>>quote:
Original post by Obelix
Most 3D games sold are not for Windows
?
<<
consoles

i believe the latest sales figures show less than 15% of games sold in 2000 were for pc''s.

http://members.xoom.com/myBollux

#10 Martee   Members   -  Reputation: 476

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Posted 26 June 2001 - 03:23 PM

... which is fine, except that this thread is about OGL vs. D3D ... and most consoles DON''T use OpenGL. So I fail to see what Obelix''s point is.

~~~~~~~~~~
Martee

#11 Ingenu   Members   -  Reputation: 806

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Posted 26 June 2001 - 09:19 PM

Let''s see : Sony PS2, Nintendo GameCube and (rumors)the Xbox have an OpenGL implementation...

Guess what, I think you can use OpenGL on consoles.
Also you can use it on windows if you wish and you can use it for your favorite OS probably.

Cross dev for console, PCs in a single API that''s good
(of course you''ll have to change things a bit, but not that much)


And to answer the first question :
Noone is using OpenGL, see there''s no questions about OpenGL in this board, and John Carmack isn''t coding DOOMIII using almost every GeForce3 capabilities.

-* So many things to do, so little time to spend. *-


#12 gorm   Members   -  Reputation: 122

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Posted 27 June 2001 - 12:14 AM

quote:
Original post by Supernova
The thing with SDL is by the license agreement you''re required to release your source code if you use it. If you''re making something open source that''s fine but if you want to release something commercial and don''t want to release your code, then I wouldn''t use SDL.


Sorry, but that is a misconception. SDL is under the LGPL and not under the GPL. This means, you only have to release your sourcecode if you mix your sourcecode with theirs. Use their sourcecode for your own purposes, and link with SDL dynamically and you should be fine.

To qoute the license page, at their site (www.libsdl.org)
quote:

The most common way to comply with the license is to dynamically link with SDL, and then include the SDL source code and appropriate notices with your application




#13 Martee   Members   -  Reputation: 476

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Posted 27 June 2001 - 06:13 AM

The Dreamcast and the XBox support D3D. So I guess it''s tied at two until the final verdict on the XBox is in . My point is, this isn''t exactly a commanding lead for OpenGL.

~~~~~~~~~~
Martee

#14 Julio   Members   -  Reputation: 116

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Posted 27 June 2001 - 06:21 AM

I read the xbox would support OpenGL.

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#15 snowmoon   Members   -  Reputation: 122

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Posted 28 June 2001 - 05:11 AM

Xbox will support OpenGL. Nvidia made the graphics system in the X-Box and nvidia has been a leader in OpenGL performance and features over the past few years. I doubt they would shoot themselves in the foot now by NOT supporting OpenGL.

And yes.. using SDL doen NOT meant you have to release you game OpenSource, if you expand SDL source directly you have to release your modifications, but not if you are just using the API.

OpenGL is supported on almost every high end graphics device I know of ( including all consoles ). It''s a nice well rounded API that has the full possibility for hardware accelleration ( including t&l ) without any modifications.

OpenGL is one of the best example of a portable library there are, it can scale from CPU driven to almost completly hardware accelerated without a single code change. D3d as I understand it is only NOW w7 & 8 getting to the point where it can hope to compete with OpenGL in terms of ease of use and expandability.

To say that Dx & D3d are the only API for mainstream gaming would be sticking your head in the ground and not using some of the most popular games as examples.




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