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Microsoft's Direct3D 12 Code For Mesa Now Supports OpenGL Tessellation Functionality

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  • #11
    Originally posted by tildearrow View Post
    With OpenGL, you wrote your code once and it works everywhere (pretty much).
    That's nice in theory, but in practice not so much.

    Tons of OpenGL apps didn't even run cross-vendor, they'd have major bugs if you tried to run them on anything non-NVidia.

    And it was even worse on windows.

    ARM wasn't even worth trying, most of the time, and that's after you ported over to OpenGL ES, because their hardware didn't even support desktop GL.

    Vulkan hasn't been perfect, but the issues between vendors and platforms seem much more manageable so far.

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    • #12
      Originally posted by mdedetrich View Post

      Well TBH, historically OpenGL API has been terrible compared to DirectX wrt gaming so much so that even advocates of Open Source/OpenGL admitted this (talking about John Cormack here).

      Vulkan will likely slowly but eventually make both supersede both of these API's though
      john cormack did nothing for GL, on the other hand, john carmack did alot more for GL but then was seduced by the dark side.

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      • #13
        Originally posted by onlyLinuxLuvUBack View Post

        john cormack did nothing for GL, on the other hand, john carmack did alot more for GL but then was seduced by the dark side.
        By did nothing you mean being historically one of the strongest proponents of OpenGL until the difference between OpenGL and DirectX became so unbearable that he wouldn't be honest in stating that one API is just much better designed then the other?

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