Skip to main content
added 1 characters in body
Source Link
sam hocevar
  • 23.9k
  • 2
  • 64
  • 95

Taken from Wikipedia, too: there aren't many differences. Strictly speaking, OpenGL is usually slightly behind Direct3D in terms of features, because the standardisation takes time. However, many of these features are available as OpenGL vendor-specific extensions first, then in the standard itself after some time.

  • Compute shaders are available in GLSL shader model 5.
  • TesselationTessellation is available in OpenGL 4.x (see a tutorial here).
  • Multithreaded rendering is tricky in OpenGL, but certainly possible, and in all honesty I believe most of what D3D does is manage a big global lock and the interaction with the GPU is still single-threaded.
  • I don't know exactly what's implied by "Increased texture cache" but I believe they just raised the lowest common denominator for that feature.

As for your last question, in my opinion, the features that Direct3D lacks the more are a Mac OS X version, a Linux version, an Android version, an iPad/iPhone version, and a PlayStation 3 version :-) (while the last three platforms actually support OpenGL ES rather than OpenGL, it makes porting software a lot easier than porting Direct3D to OpenGL ES)

Taken from Wikipedia, too: there aren't many differences. Strictly speaking, OpenGL is usually slightly behind Direct3D in terms of features, because the standardisation takes time. However, many of these features are available as OpenGL vendor-specific extensions first, then in the standard itself after some time.

  • Compute shaders are available in GLSL shader model 5.
  • Tesselation is available in OpenGL 4.x (see a tutorial here).
  • Multithreaded rendering is tricky in OpenGL, but certainly possible, and in all honesty I believe most of what D3D does is manage a big global lock and the interaction with the GPU is still single-threaded.
  • I don't know exactly what's implied by "Increased texture cache" but I believe they just raised the lowest common denominator for that feature.

As for your last question, in my opinion, the features that Direct3D lacks the more are a Mac OS X version, a Linux version, an Android version, an iPad/iPhone version, and a PlayStation 3 version :-) (while the last three platforms actually support OpenGL ES rather than OpenGL, it makes porting software a lot easier than porting Direct3D to OpenGL ES)

Taken from Wikipedia, too: there aren't many differences. Strictly speaking, OpenGL is usually slightly behind Direct3D in terms of features, because the standardisation takes time. However, many of these features are available as OpenGL vendor-specific extensions first, then in the standard itself after some time.

  • Compute shaders are available in GLSL shader model 5.
  • Tessellation is available in OpenGL 4.x (see a tutorial here).
  • Multithreaded rendering is tricky in OpenGL, but certainly possible, and in all honesty I believe most of what D3D does is manage a big global lock and the interaction with the GPU is still single-threaded.
  • I don't know exactly what's implied by "Increased texture cache" but I believe they just raised the lowest common denominator for that feature.

As for your last question, in my opinion, the features that Direct3D lacks the more are a Mac OS X version, a Linux version, an Android version, an iPad/iPhone version, and a PlayStation 3 version :-) (while the last three platforms actually support OpenGL ES rather than OpenGL, it makes porting software a lot easier than porting Direct3D to OpenGL ES)

clarify statement about portability
Source Link
sam hocevar
  • 23.9k
  • 2
  • 64
  • 95

Taken from Wikipedia, too: there aren't many differences. Strictly speaking, OpenGL is usually slightly behind Direct3D in terms of features, because the standardisation takes time. However, many of these features are available as OpenGL vendor-specific extensions first, then in the standard itself after some time.

  • Compute shaders are available in GLSL shader model 5.
  • Tesselation is available in OpenGL 4.x (see a tutorial here).
  • Multithreaded rendering is tricky in OpenGL, but certainly possible, and in all honesty I believe most of what D3D does is manage a big global lock and the interaction with the GPU is still single-threaded.
  • I don't know exactly what's implied by "Increased texture cache" but I believe they just raised the lowest common denominator for that feature.

As for your last question, in my opinion, the features that Direct3D lacks the more are a Mac OS X version, a Linux version, an Android version, an iPad/iPhone version, and a PlayStation 3 version :-) (while the last three platforms actually support OpenGL ES rather than OpenGL, it makes porting software a lot easier than porting Direct3D to OpenGL ES)

  • a Mac OS X version,
  • a Linux version,
  • an Android version,
  • an iPad/iPhone version,
  • a PlayStation 3 version.

Taken from Wikipedia, too: there aren't many differences. Strictly speaking, OpenGL is usually slightly behind Direct3D in terms of features, because the standardisation takes time. However, many of these features are available as OpenGL vendor-specific extensions first, then in the standard itself after some time.

  • Compute shaders are available in GLSL shader model 5.
  • Tesselation is available in OpenGL 4.x (see a tutorial here).
  • Multithreaded rendering is tricky in OpenGL, but certainly possible, and in all honesty I believe most of what D3D does is manage a big global lock and the interaction with the GPU is still single-threaded.
  • I don't know exactly what's implied by "Increased texture cache" but I believe they just raised the lowest common denominator for that feature.

As for your last question, in my opinion, the features that Direct3D lacks the more are:

  • a Mac OS X version,
  • a Linux version,
  • an Android version,
  • an iPad/iPhone version,
  • a PlayStation 3 version.

Taken from Wikipedia, too: there aren't many differences. Strictly speaking, OpenGL is usually slightly behind Direct3D in terms of features, because the standardisation takes time. However, many of these features are available as OpenGL vendor-specific extensions first, then in the standard itself after some time.

  • Compute shaders are available in GLSL shader model 5.
  • Tesselation is available in OpenGL 4.x (see a tutorial here).
  • Multithreaded rendering is tricky in OpenGL, but certainly possible, and in all honesty I believe most of what D3D does is manage a big global lock and the interaction with the GPU is still single-threaded.
  • I don't know exactly what's implied by "Increased texture cache" but I believe they just raised the lowest common denominator for that feature.

As for your last question, in my opinion, the features that Direct3D lacks the more are a Mac OS X version, a Linux version, an Android version, an iPad/iPhone version, and a PlayStation 3 version :-) (while the last three platforms actually support OpenGL ES rather than OpenGL, it makes porting software a lot easier than porting Direct3D to OpenGL ES)

Source Link
sam hocevar
  • 23.9k
  • 2
  • 64
  • 95

Taken from Wikipedia, too: there aren't many differences. Strictly speaking, OpenGL is usually slightly behind Direct3D in terms of features, because the standardisation takes time. However, many of these features are available as OpenGL vendor-specific extensions first, then in the standard itself after some time.

  • Compute shaders are available in GLSL shader model 5.
  • Tesselation is available in OpenGL 4.x (see a tutorial here).
  • Multithreaded rendering is tricky in OpenGL, but certainly possible, and in all honesty I believe most of what D3D does is manage a big global lock and the interaction with the GPU is still single-threaded.
  • I don't know exactly what's implied by "Increased texture cache" but I believe they just raised the lowest common denominator for that feature.

As for your last question, in my opinion, the features that Direct3D lacks the more are:

  • a Mac OS X version,
  • a Linux version,
  • an Android version,
  • an iPad/iPhone version,
  • a PlayStation 3 version.