deltalmg wrote:
I think it is more of a high level versus low level programming thing. OpenGl is very basic, doesn't even come with the functionality to make a sphere say. You build libraries on top of it to do things. Direct X tries to supply some of the libraries for you, and probably cases a lot of bloat with functions your not using.
I think you're wrong. As I am a graphic programmer I want to clear something, 'pure' Direct3D without Direct3DX (Direct3D eXtension) is just like OpenGL without 'GLU' (GL Utilities). Pure Direct3D doesn't provide something like 'making a sphere or teapot', just like pure OpenGL, the one which provide the command 'make a sphere' or 'make a teapot' is D3DX provide it. It's the same thing with OpenGL via GLU library. Both of them are High-Level Programming. Can't say that OpenGL is very basic because it's now support shaders just like Direct3D. The difference is just OpenGL written in pure C, on other side Direct3D uses Microsoft COM as its base. Matrix management in OpenGL done automagically but in Direct3D you must provide it manually. I can't say which better to which because I used both. I ensure that Mac uses OpenGL because AFAIK it's the only 3D API that available on Unix/Linux operating system and Mac is just one of Unix variants.
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