Timeline for What features does D3D have that OpenGL does not (and vice versa)?
Current License: CC BY-SA 3.0
12 events
when toggle format | what | by | license | comment | |
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Dec 8, 2011 at 0:20 | history | edited | sam hocevar | CC BY-SA 3.0 |
spelling (tessellation)
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Nov 29, 2011 at 22:25 | vote | accept | tomsseisums | ||
Nov 29, 2011 at 22:22 | comment | added | tomsseisums | @Tetrad, but if later on I'm interested in Multithreaded rendering and Compute Shaders? I better ask one global question, than 10 specific ones. But if in any way, that's against the "rules", I can correct myself in the future. | |
Nov 29, 2011 at 20:54 | comment | added | Tetrad | wouldn't have been better to ask something more specific then, like "what hardware tessellation options a la DX11 exist for OpenGL"? | |
Nov 29, 2011 at 20:21 | history | tweeted | twitter.com/#!/StackGameDev/status/141612843500969985 | ||
Nov 29, 2011 at 18:13 | answer | added | Maximus Minimus | timeline score: 4 | |
Nov 29, 2011 at 17:33 | comment | added | tomsseisums | @Tetrad, wanted to know about tesselation in OGL. | |
Nov 29, 2011 at 16:34 | comment | added | Tetrad | Since "OGL vs D3D" is somewhat of a holy war topic, I'm going to ask this: What problem are you trying to solve with this information? | |
Nov 29, 2011 at 16:31 | answer | added | sam hocevar | timeline score: 7 | |
Nov 29, 2011 at 16:20 | answer | added | user1430 | timeline score: 14 | |
Nov 29, 2011 at 16:03 | history | edited | user1430 | CC BY-SA 3.0 |
deleted 58 characters in body; edited title
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Nov 29, 2011 at 15:29 | history | asked | tomsseisums | CC BY-SA 3.0 |