Originally posted by emblemparade
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Originally posted by emblemparade
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I would actually go a step further and say the situation is worse with D3D. Here's an example: Let's say you want to use array textures. In OpenGL, you check for the extension. If it's present, your texture handling code will use it. Otherwise, the texture handling part of your engine will transparently fallback.
Now, what happens in D3D land? D3D 10.0 required for array textures. Oops. Now you either rewrite your entire engine, even the code bits that have absolutely nothing to do with textures, in D3D 10, effectively cutting out a big (albeit shrinking) XP market, or you have two completely different renderer code bases (!!), just because of one single functionality that can be discovered in OpenGL via extensions.
Originally posted by emblemparade
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