Donc programmation pour chaque fabriquant, donc si t'es pas dans le duo de tete, t'es un fabriquant mort car personne ne va etre compatible avec ton jeu.
Super idée.
La méthode utilisée par Microsoft n'est pas meilleure pour les nouveaux entrants et n'encourage pas vraiment à l'innovation chez les constructeurs :
« Direct3D is specified by one vendor (Microsoft) only, leading to a more consistent API, but denying access to vendor-specific features. nVidia's UltraShadow[1] technology, for instance, is not available in the stock Direct3D APIs at the time of writing. »
Autres morceaux choisis :
Fonctionnalités
Outside of a few minor functional differences, typically with regard to rendering to textures (the "framebuffer objects" extension did not cover everything, but the ARB is working to address this), the two APIs provide nearly the same level of functionality.
Performance
Direct3D 9 and below have a particular disadvantage with regard to performance. Drawing a vertex array in Direct3D requires that the CPU switch to kernel-mode and call the graphics driver immediately.
Outside of this, Direct3D and OpenGL applications have no significant performance differences.
Facilité d'utilisation
At this point, the Windows Vista issue aside, the reason for using one over the other is typically inertia. It is what they have used in the past, so it is what they use now.
[^] # Re: heu, c'est les vacances là ...
Posté par Frédéric Lopez . En réponse à la dépêche Agir contre la vente liée. Évalué à 2.
La méthode utilisée par Microsoft n'est pas meilleure pour les nouveaux entrants et n'encourage pas vraiment à l'innovation chez les constructeurs :
« Direct3D is specified by one vendor (Microsoft) only, leading to a more consistent API, but denying access to vendor-specific features. nVidia's UltraShadow[1] technology, for instance, is not available in the stock Direct3D APIs at the time of writing. »
Autres morceaux choisis :
Fonctionnalités
Outside of a few minor functional differences, typically with regard to rendering to textures (the "framebuffer objects" extension did not cover everything, but the ARB is working to address this), the two APIs provide nearly the same level of functionality.
Performance
Direct3D 9 and below have a particular disadvantage with regard to performance. Drawing a vertex array in Direct3D requires that the CPU switch to kernel-mode and call the graphics driver immediately.
Outside of this, Direct3D and OpenGL applications have no significant performance differences.
Facilité d'utilisation
At this point, the Windows Vista issue aside, the reason for using one over the other is typically inertia. It is what they have used in the past, so it is what they use now.
Source : http://en.wikipedia.org/wiki/Direct3D_vs._OpenGL