• Advertisement


This topic is now archived and is closed to further replies.

OpenGL OpenGL and DirectX??

This topic is 5981 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I''d like to know which of the 2 API is either better, easier to learn, better documented....and your personal opinion about them. I know that OpenGL can be used with any language, and DirectX is neither portable like OpenGL is nor can you use any language. But OpenGL only has the 3D graphics and stuff like DirectSound is missing. Is it right that you can implement DirectSound into OpenGL?? and is it still portable as without i.e DirectSound?? And again: which of the 2 API is either better, easier to learn, better documented...?

Share this post

Link to post
Share on other sites
Guest Anonymous Poster
I started developing games about two years ago using Direct x 6.0
,simply because most of the professional software houses use the MS API
It is a matter of fact, useless to deny the evidence !.
A nightmare, I was about to quit with game programming.
Afterwards I shifted to Opengl .
In about 3 monthes time I was able to grasp the basic of 3D graphic programming.
Ok, my previous experience was not probably completely useless but no doubt that the Opengl architecture is much easier ( I do not mean better) than direct x.
The lack of sound and input support as well as of a custom 3d file format , same as .x file, are definitly drawbacks but you
can purchase a book such as "Opengl game programming " which integrate direct sound , direct input and md2 file format in the opengl based game engine.
I am concern about one point, only.
will the graphic cards manufacturers still support opengl in the future ? ( what about GeForce 3.0 and X box ?, for example)
I would appreciate to receive comments of other readers.

Share this post

Link to post
Share on other sites
I can't make it any clearer that this is my personal opinion, and I am not trying to start a flame war here. So for those of you who want to accuse me, know it was you who is wrong.

I find Direct X messy, and alot like windows code. It seems to be in sentence structure rather than programming strucutre, and it doesn't stand out as much as OpenGL. Also, the Direct X code itself looks like a error, so its hard to find an error inside of it(my opinions). I like OpenGL because it is to the point, clean, and usually is easy to spot in code. Not to mention, i dont like MicroSoft, so using Direct X would be aginst my moral code and princpals . That is my opnion, but I suggest you go tke a simple tutorial on both(the basics) and see whihc one suits you better.

PS: Just because I say it is messy, doesnt mean it really is, it is just that I look at it, and it seems messy. Once again, you should check both out.

"I've sparred with creatures from the nine hells themselves... I barely plan on breaking a sweat here, today."~Drizzt Do'Urden

Edited by - Drizzt DoUrden on September 4, 2001 2:57:23 PM

Share this post

Link to post
Share on other sites
>>I find Direct X messy, and alot like windows code<<

i remember years ago when i started on opengl my first thought was, why cant the win16/win32 api''s be designed like this ( i was doing a lot of windows programming at the time )

Share this post

Link to post
Share on other sites
OpenGL is better, it doesn''t need all these SDK downloading of several hundred mbs.

Just one tiny little header called glext.h needs to be downloaded for each new update.

Good luck M$, hehe.

The Game Industry

Share this post

Link to post
Share on other sites
Question: I see openNL/hawkNL and openAL listed here. But what open library can do input like DirectInput?

Now to my input. I have used both directX (D3D and DDraw) and openGL (a little) and I personally perfer OpenGL. It is probably because I do not like microsoft and I personally think openGL is a tiny bit eaiser to use, and also because I could get it to work with Dev-C++ while I could not (after much effort) get DirectX (7 and 8) to work with it.

Now the facts. OpenGL is cross platform DirectX is not. Meaning if you want to write for linux and windows use OGL but if you are just going for windows use OGL and DX.
OpenGL gets the newest features first. Through extentions you can use the newest features on video cards before you can with DX but your code may not work unless people have that card (correct me if i''m wrong). With DX pretty much all your code will work.

Well I could go on but I will advise along with these other people to try both out even thought we are making it sound like OGL is 10 times better. Still try both (unless you are pressed for time).
Oh one more thing OGL can be used with DirectInput, DirectPlay, DirectSound, and the like (only on windows of course).

Hope I helped.


Share this post

Link to post
Share on other sites
I''ve personally found Open GL to be a much better API to work with. It has is flaws. No input support and such but a person can use the good aspects of direct x for those things. Direct 3D gave me a headache when coding. I always came up with errors and had to rewrite a lot of code to get it to do what I wanted. I switched to Open GL a few months ago and have written a lot more code that actually works in a shorter period of time.

As for Anonymous''s concern. As far as I know every major video card manufacturer still plans on supporting Open GL. Nvidia has even released an OpenGL SDK specific for the GeForce 3 cards. And with version 1.3 of OpenGL coming out the future looks good.

As far as X-Box? I would give that a big thumbs down. Microsoft has pretty much based the whole system around programming with Direct X. At least that is what I''ve heard and someone may be able to enlighten me more. Personally why would I want to buy what is basically another PC modified to just play games. When I have an even better one right in front of me now.

Talk to everyone later.

Share this post

Link to post
Share on other sites
I can't say it better.

When I used VB, I used DirectX. Simply because it's the first language I crossed, and because it has all the features needed for games. Later I saw some OpenGL, but it was really a pain with VB.

When I moved to C++ for more speed and control, I started with DirectX too, and bought a book. Although I had a lot of experience with it using VB (it's almost the same, code's just a bit bigger now ) I still found it hard. Then I found NeHe. I immediatly started using OpenGL when I heard impressive games where made with it (Quake III, Half-Life) and I found it's much easier to use than DirectX. (only the setup code in the first lesson was hard, the rest of code is really self-explaining)

I'm creating an engine with it now, and it goes pretty well. The engine is better than all my VB / DirectX engines and everything I created with C++ / DirectX. I'm going to buy the OpenGL superbible 2nd edition, OpenGL game programming and a C++ book soon, to become an OpenGL master because this language is really powerfull and has a future (though it's much easier to use than DirectX)

Oh, and for Input and Sound, you can integrate it with DirectX easily, and the input code is not so hard (I don't know about sound really)

Good luck with it. I really advise you to use OpenGL

Edited by - Everquest on September 5, 2001 1:46:39 AM

Share this post

Link to post
Share on other sites

  • Advertisement
  • Advertisement
  • Popular Now

  • Advertisement
  • Similar Content

    • By Balma Alparisi
      i got error 1282 in my code.
      sf::ContextSettings settings; settings.majorVersion = 4; settings.minorVersion = 5; settings.attributeFlags = settings.Core; sf::Window window; window.create(sf::VideoMode(1600, 900), "Texture Unit Rectangle", sf::Style::Close, settings); window.setActive(true); window.setVerticalSyncEnabled(true); glewInit(); GLuint shaderProgram = createShaderProgram("FX/Rectangle.vss", "FX/Rectangle.fss"); float vertex[] = { -0.5f,0.5f,0.0f, 0.0f,0.0f, -0.5f,-0.5f,0.0f, 0.0f,1.0f, 0.5f,0.5f,0.0f, 1.0f,0.0f, 0.5,-0.5f,0.0f, 1.0f,1.0f, }; GLuint indices[] = { 0,1,2, 1,2,3, }; GLuint vao; glGenVertexArrays(1, &vao); glBindVertexArray(vao); GLuint vbo; glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(vertex), vertex, GL_STATIC_DRAW); GLuint ebo; glGenBuffers(1, &ebo); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices,GL_STATIC_DRAW); glVertexAttribPointer(0, 3, GL_FLOAT, false, sizeof(float) * 5, (void*)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 2, GL_FLOAT, false, sizeof(float) * 5, (void*)(sizeof(float) * 3)); glEnableVertexAttribArray(1); GLuint texture[2]; glGenTextures(2, texture); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); sf::Image* imageOne = new sf::Image; bool isImageOneLoaded = imageOne->loadFromFile("Texture/container.jpg"); if (isImageOneLoaded) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, imageOne->getSize().x, imageOne->getSize().y, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageOne->getPixelsPtr()); glGenerateMipmap(GL_TEXTURE_2D); } delete imageOne; glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, texture[1]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); sf::Image* imageTwo = new sf::Image; bool isImageTwoLoaded = imageTwo->loadFromFile("Texture/awesomeface.png"); if (isImageTwoLoaded) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, imageTwo->getSize().x, imageTwo->getSize().y, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageTwo->getPixelsPtr()); glGenerateMipmap(GL_TEXTURE_2D); } delete imageTwo; glUniform1i(glGetUniformLocation(shaderProgram, "inTextureOne"), 0); glUniform1i(glGetUniformLocation(shaderProgram, "inTextureTwo"), 1); GLenum error = glGetError(); std::cout << error << std::endl; sf::Event event; bool isRunning = true; while (isRunning) { while (window.pollEvent(event)) { if (event.type == event.Closed) { isRunning = false; } } glClear(GL_COLOR_BUFFER_BIT); if (isImageOneLoaded && isImageTwoLoaded) { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texture[0]); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, texture[1]); glUseProgram(shaderProgram); } glBindVertexArray(vao); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr); glBindVertexArray(0); window.display(); } glDeleteVertexArrays(1, &vao); glDeleteBuffers(1, &vbo); glDeleteBuffers(1, &ebo); glDeleteProgram(shaderProgram); glDeleteTextures(2,texture); return 0; } and this is the vertex shader
      #version 450 core layout(location=0) in vec3 inPos; layout(location=1) in vec2 inTexCoord; out vec2 TexCoord; void main() { gl_Position=vec4(inPos,1.0); TexCoord=inTexCoord; } and the fragment shader
      #version 450 core in vec2 TexCoord; uniform sampler2D inTextureOne; uniform sampler2D inTextureTwo; out vec4 FragmentColor; void main() { FragmentColor=mix(texture(inTextureOne,TexCoord),texture(inTextureTwo,TexCoord),0.2); } I was expecting awesomeface.png on top of container.jpg

    • By khawk
      We've just released all of the source code for the NeHe OpenGL lessons on our Github page at https://github.com/gamedev-net/nehe-opengl. code - 43 total platforms, configurations, and languages are included.
      Now operated by GameDev.net, NeHe is located at http://nehe.gamedev.net where it has been a valuable resource for developers wanting to learn OpenGL and graphics programming.

      View full story
    • By TheChubu
      The Khronos™ Group, an open consortium of leading hardware and software companies, announces from the SIGGRAPH 2017 Conference the immediate public availability of the OpenGL® 4.6 specification. OpenGL 4.6 integrates the functionality of numerous ARB and EXT extensions created by Khronos members AMD, Intel, and NVIDIA into core, including the capability to ingest SPIR-V™ shaders.
      SPIR-V is a Khronos-defined standard intermediate language for parallel compute and graphics, which enables content creators to simplify their shader authoring and management pipelines while providing significant source shading language flexibility. OpenGL 4.6 adds support for ingesting SPIR-V shaders to the core specification, guaranteeing that SPIR-V shaders will be widely supported by OpenGL implementations.
      OpenGL 4.6 adds the functionality of these ARB extensions to OpenGL’s core specification:
      GL_ARB_gl_spirv and GL_ARB_spirv_extensions to standardize SPIR-V support for OpenGL GL_ARB_indirect_parameters and GL_ARB_shader_draw_parameters for reducing the CPU overhead associated with rendering batches of geometry GL_ARB_pipeline_statistics_query and GL_ARB_transform_feedback_overflow_querystandardize OpenGL support for features available in Direct3D GL_ARB_texture_filter_anisotropic (based on GL_EXT_texture_filter_anisotropic) brings previously IP encumbered functionality into OpenGL to improve the visual quality of textured scenes GL_ARB_polygon_offset_clamp (based on GL_EXT_polygon_offset_clamp) suppresses a common visual artifact known as a “light leak” associated with rendering shadows GL_ARB_shader_atomic_counter_ops and GL_ARB_shader_group_vote add shader intrinsics supported by all desktop vendors to improve functionality and performance GL_KHR_no_error reduces driver overhead by allowing the application to indicate that it expects error-free operation so errors need not be generated In addition to the above features being added to OpenGL 4.6, the following are being released as extensions:
      GL_KHR_parallel_shader_compile allows applications to launch multiple shader compile threads to improve shader compile throughput WGL_ARB_create_context_no_error and GXL_ARB_create_context_no_error allow no error contexts to be created with WGL or GLX that support the GL_KHR_no_error extension “I’m proud to announce OpenGL 4.6 as the most feature-rich version of OpenGL yet. We've brought together the most popular, widely-supported extensions into a new core specification to give OpenGL developers and end users an improved baseline feature set. This includes resolving previous intellectual property roadblocks to bringing anisotropic texture filtering and polygon offset clamping into the core specification to enable widespread implementation and usage,” said Piers Daniell, chair of the OpenGL Working Group at Khronos. “The OpenGL working group will continue to respond to market needs and work with GPU vendors to ensure OpenGL remains a viable and evolving graphics API for all its customers and users across many vital industries.“
      The OpenGL 4.6 specification can be found at https://khronos.org/registry/OpenGL/index_gl.php. The GLSL to SPIR-V compiler glslang has been updated with GLSL 4.60 support, and can be found at https://github.com/KhronosGroup/glslang.
      Sophisticated graphics applications will also benefit from a set of newly released extensions for both OpenGL and OpenGL ES to enable interoperability with Vulkan and Direct3D. These extensions are named:
      GL_EXT_memory_object GL_EXT_memory_object_fd GL_EXT_memory_object_win32 GL_EXT_semaphore GL_EXT_semaphore_fd GL_EXT_semaphore_win32 GL_EXT_win32_keyed_mutex They can be found at: https://khronos.org/registry/OpenGL/index_gl.php
      Industry Support for OpenGL 4.6
      “With OpenGL 4.6 our customers have an improved set of core features available on our full range of OpenGL 4.x capable GPUs. These features provide improved rendering quality, performance and functionality. As the graphics industry’s most popular API, we fully support OpenGL and will continue to work closely with the Khronos Group on the development of new OpenGL specifications and extensions for our customers. NVIDIA has released beta OpenGL 4.6 drivers today at https://developer.nvidia.com/opengl-driver so developers can use these new features right away,” said Bob Pette, vice president, Professional Graphics at NVIDIA.
      "OpenGL 4.6 will be the first OpenGL release where conformant open source implementations based on the Mesa project will be deliverable in a reasonable timeframe after release. The open sourcing of the OpenGL conformance test suite and ongoing work between Khronos and X.org will also allow for non-vendor led open source implementations to achieve conformance in the near future," said David Airlie, senior principal engineer at Red Hat, and developer on Mesa/X.org projects.

      View full story
    • By _OskaR
      I have an OpenGL application but without possibility to wite own shaders.
      I need to perform small VS modification - is possible to do it in an alternative way? Do we have apps or driver modifictions which will catch the shader sent to GPU and override it?
    • By xhcao
      Does sync be needed to read texture content after access texture image in compute shader?
      My simple code is as below,
      glBindImageTexture(0, texture[0], 0, GL_FALSE, 3, GL_READ_ONLY, GL_R32UI);
      glBindImageTexture(1, texture[1], 0, GL_FALSE, 4, GL_WRITE_ONLY, GL_R32UI);
      glDispatchCompute(1, 1, 1);
      // Does sync be needed here?
      glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
                                     GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, texture[1], 0);
      glReadPixels(0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues);
      Compute shader is very simple, imageLoad content from texture[0], and imageStore content to texture[1]. Does need to sync after dispatchCompute?
  • Advertisement