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horizon981

OpenGL On popularity of OpenGL.

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Just a passing thought... If OpenGL is as famous as we are told, then why do 99% of the games require DirectX runtime?

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Most commercial games use D3D instead of OpenGL. But even if they used OpenGL for graphics, they still could be using DirectSound or Input, etc, and still require the DirectX runtime.

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hi , what game do you talk about ?
only PC plateform ?
DirectX isn't on Playstation neither PSP ...isn't on Gamecube...ect..ect..

OpenGL is multi plateform and that'is an advantage against directX

In my case , i really manage directX and its API but i want to manage now the OpenGL api for portability purpose.

I'm getting in trouble because in OpenGL there isn't D3DX function helpers , you must implement your own math library and i must say that it is a good practice to better understand computer graphics...

i'm okay to say not reinvent the wheel but you must understand the wheel so...

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No, I meant 99% of commercial games, not specifically from Microsoft Game Studios.
Nini's post indicated as if DirectX is lot easiro than OpenGL. Is it?

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Quote:
Original post by horizon981
No, I meant 99% of commercial games, not specifically from Microsoft Game Studios.
Nini's post indicated as if DirectX is lot easiro than OpenGL. Is it?


i reaffirm that DirectX is a lot easier cause they have the D3DX Library, a whole file format ready for playing with (.X) , image loading, math library , you only have to call a function to do a SLERP ect.. ect...

If you know programming and have little knowledge about math you can program with DX but not with OpenGL ...

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Original post by nini
If you know programming and have little knowledge about math you can program with DX but not with OpenGL ...


What a ridiculous statement. For one OpenGL CANNOT be compared to DirectX as a whole, if you want to compare to Direct3D fair enough. Also anyone with knowledge of programming and a little math can use OpenGL. Don't believe me ask any one of the thousands of people on these forums who used OpenGL before Direct3D. I would ask anyone interested to skim through the tutorials on Nehe just to get an idea of how OpenGL works and then make their own opinion. Granted, Direct3D does have the .X format to play with, and so maybe it is quicker to get 3D models onto the screen, but at somepoint every beginner needs to learn how 3D file formats work, so why not learn alongside OpenGL and gain some understanding?

Many games on Windows do require the DirectX runtime, this is not neccessarily because they dont use OpenGL, DirectX is a collection of APIs for different jobs, OpenGL is a graphics API only and can be used alongside the other DirectX APIs.

The choice to use Direct3D over OpenGL is personal preference rather than anything else, each has its strengths and weaknesses. I use OpenGL because I run Linux, but friends use Windows so I write my apps cross-platform. (Using SDL for window creation/input and OpenAL for sound instead of DirectX's Windows only API)


Luke.

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Quote:
Original post by horizon981
No, I meant 99% of commercial games, not specifically from Microsoft Game Studios.


As Kazade already pointed out, 99% may use DirectX but only for DirectInput, DirectSound... I'd wager less than 95% use it for Direct3D, with a downward trend, so a direct comparison is difficult. Look at Doom 3, it lists DirectX as requirement but the renderer used is OpenGL. Many other games, such as UT and Deus Ex, also have OpenGL renderers, sometimes exclusive, sometimes switchable with D3D.

Also, afaik, once you stop talking about games and start talking about enterprise software, OpenGL is the accepted standard.

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Quote:
Original post by Kazade

If you know programming and have little knowledge about math you can program with DX but not with OpenGL ...

What a ridiculous statement. For one OpenGL CANNOT be compared to DirectX as a whole, if you want to compare to Direct3D fair enough. Also anyone with knowledge of programming and a little math can use OpenGL

Luke.


don't play with the words , in my particular case , i must investigate the math in order to do the same things with opengl that i easily do with the help of D3DX (only have to know what a slerp is but not how to do it mathematically)

if you want to compute normals simply use D3DXComputeNormals...blah blah blah...
if you want to have progressive mesh there is a pretty simple interface to do it...


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