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voodoo

OpenGL OpenGL vs D3D docs(Let the war begin)

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Ok, I have good one for you people! When the question asked: What 3D API is better? And everybody begins to scream and wine about both APIs, like litlle school children("Well my toy has more power"). Everybody keeps saying that OpenGL has better docs and easier to use, while D3D has no docs and has bigger learning curve. Well if you guys keep complainning about it, why dont you do something about it? Apparently the D3D guys are tripple to what the OpenGl people are yet nobody has bothered, writting up any docs or tutorials or samples! And please no making fun of each others moms!

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Well, I know why I''LL never be writing directX docs--
After using it for about a year and a half, I''m not COMPLETELY sure that I''m using it correctly. After a year and a half, when I run my programs on other video cards, they do little quirky things that I have to go and correct for (usually a matter of setting some value that I thought was a default value).

So that''s MY answer.

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actually lots of people have bothered to write docs, tutorials and samples. The SDK is full of them, and there''s loads of them all over the web, for both sides. You can learn either, if you look hard enough for the info.


#pragma DWIM // Do What I Mean!
~ Mad Keith ~
**I use Software Mode**

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I found the Microsoft SDK docs for Direct X to be pretty well written if you know about 3D already. I''m now using OpenGL which requires extra documetation - I recommend the official OpenGL Programming Guide for $50. OpenGL seems a little better designed, a little simpler, less undocumented quirks, less chance of design overhaul and blah blah, this is not really the point, you can use either.

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The MS docs are pretty decent. I''ve taught myself D3DIM entirely from their examples and docs (with a bit a help from gamedev, too)! I agree its pretty lame that there is a shortage of good D3D books, and I hear Kovach hasn''t improved his writing with Inside D3D but there still good resources. Hopefully the info will continue to improve.

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So far I am getting the positives of the d3d docs, usually in the OGl vs D3d discution, there always some complaint by the D3D guys that the docs are not there

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Just to let you know, you don''t need to go out and buy the OpenGL guide as it''s available online right here.
http://heron.cc.ukans.edu/ebt-bin/nph-dweb/dynaweb/SGI_Developer/OpenGL_PG/@Generic__BookView
There''s an enormous wealth of OpenGL information available on the web. Generally, this is because alternative OS programmers have to rely on OpenGL and they''re more likely to share

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quote:
Original post by Sieggy

The MS docs are pretty decent. I''ve taught myself D3DIM entirely from their examples and docs (with a bit a help from gamedev, too)!


ditto.

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