I didn't mean for this to turn into a DirectX VS OpenGL. I just wanted to know how hard it was to go from one to the other, and alternatives for DirectX functionality. I appologize for starting a debate.
I didn't mean for this to turn into a DirectX VS OpenGL. I just wanted to know how hard it was to go from one to the other, and alternatives for DirectX functionality. I appologize for starting a debate.
As far as I can tell, you didn't start the debate.
EDIT:
To answer your question though, moving from OGL to DX is just a matter of learning a new API, and another way to accomplish the same thing. The fundimental concepts of game programming are the same in both, and neither can do anything better than the other (untill DX10, at which point we'll just have to wait for OGL to catch up again).
EDIT2:
When I say DX, i'm mostly referring to D3D, since OGL is indeed just a graphics API [/flameproofing]
Last edited by psychopath; 02-23-2006 at 08:30 PM.
M.Eng Computer Engineering CandidateB.Sc Computer Science
Robotics and graphics enthusiast.
You didn't start the debate, I did w/o trying to.
My point was, use the right tool for the job. Lots of coders come here and just use this or that 3rd party library to save them from the 'nitty-gritty' of learning the fundamentals. This is a bad practice and I do not condone it.
So I'm done hi-jacking the thread.
I disagree on all points.Cross-platform doesn't mean squat when nearly every game coded only runs on x86 Windows machines. It has been that way, is that way, and always will be that way.
To answer the original question: Going from Direct3D to OpenGL and vice versa isn't that hard if you've already learned one. Once you have the idea of how graphic APIs work and how games are structured, learning a new API is just a matter of figuring out which function performs the action you are looking for.
EDIT: spelling
Last edited by bithub; 02-24-2006 at 04:00 AM.
This thread has been round-house kicked to the face. Anybody who posts after this one, will feel the wrath of Chuck Norris.