Direct3D to OpenGL Porting guide
Hi,
I am looking for a Direct3D to OpenGL porting guide ... or OpenGL to Direct3D :-) ... whatever is available.
thanks in advance,
- wolf
I wouldn't actually say, there is an actual guide out there. The best way is to learn both APIs to the farthest extent possible. But there is an article here on this site that can give you a good idea on what you might be looking for.
http://www.gamedev.net/reference/articles/article1961.asp
http://www.gamedev.net/reference/articles/article1961.asp
Thanks for the great replies.
I should have clarified what I am after a bit. I am not looking for a OpenGL API to Direct3D API or vice versa paper. I was more interested in math related things like ... please do not forget that the cross product needs to be multiplied with -1 under OpenGL ... if you have a frustum class that works in D3D here is how it might look like to work in OpenGL etc ...
So I am sorry for the confusion. Maybe I should post this in the math section?
- wolf
I should have clarified what I am after a bit. I am not looking for a OpenGL API to Direct3D API or vice versa paper. I was more interested in math related things like ... please do not forget that the cross product needs to be multiplied with -1 under OpenGL ... if you have a frustum class that works in D3D here is how it might look like to work in OpenGL etc ...
So I am sorry for the confusion. Maybe I should post this in the math section?
- wolf
If you need specific information like that, then read the documents.
GL has it's specification document at www.opengl.org
and D3D has it's HTML help thingy in the SDK.
I found that the best way to insure cross compatibility is to use the RHS.
In GL, you might use gluLookAt
and in D3D, use D3DXMatrixLookAtRH
In GL, you might use gluPerspective
and in D3D, use D3DXMatrixPerspectiveFovRH
That's one of the math side of things.
GL has it's specification document at www.opengl.org
and D3D has it's HTML help thingy in the SDK.
I found that the best way to insure cross compatibility is to use the RHS.
In GL, you might use gluLookAt
and in D3D, use D3DXMatrixLookAtRH
In GL, you might use gluPerspective
and in D3D, use D3DXMatrixPerspectiveFovRH
That's one of the math side of things.
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