Earlier quoted context omitted.
> DR-DOS actually came with the first PC I bought and it was for all effects a MS-DOS clone, hence a DOS clone, like PC-DOS from IBM and a few others on those days. Under this argumentation GNU/Linux or even OS X is a UNIX clone and both should be abbreviated to UNIX (or UN*X to avoid trademark violations ;-) ). Indeed both originate from UNIX clones - but then new features were added that made them better than the o…
Did you failed to read I was a DR-DOS user? I use computers since the early 80's.
Direct3D to OpenGL abstraction layer
101–110 of 111 posts
Re: Direct3D to OpenGL abstraction layer
#102This is huge, really huge for anyone who write DirectX games and want to make them run on OSX/Linux. This is basically what a part of Wine do, am I wrong?
Re: Direct3D to OpenGL abstraction layer
#103Earlier quoted context omitted.
WebGL is just an OpenGL ES 2 binding to JavaScript. OpenGL ES 2/3 is a subset of OpenGL 3/4. Angle translate GLSL shaders and OpenGL calls to DirectX
Sadly it is a bit more than "just", specially if one needs to write code across plain GL and GL ES.
Re: Direct3D to OpenGL abstraction layer
#104Re: Direct3D to OpenGL abstraction layer
#105Earlier quoted context omitted.
Now that I'm reading that ... isn't every subset of a finite set itself finite (and thus limited)?
I'm not a native English speaker, but I think in colloquial terms, "limited" means "smaller than you might want" or something like that.
Re: Direct3D to OpenGL abstraction layer
#106Earlier quoted context omitted.
Almost nothing uses GLES, though. All engines have libgcm renderers.
> Almost nothing uses GLES, though. All engines have libgcm renderers. Very true. The performance impact of both Direct3D and OpenGL is actually huge, so it is best to avoid it when you can using lower level interfaces that speak directly to the GPU.
Re: Direct3D to OpenGL abstraction layer
#107Re: Direct3D to OpenGL abstraction layer
#108Earlier quoted context omitted.
Sadly it is a bit more than "just", specially if one needs to write code across plain GL and GL ES.
What hurts the most? I would think the imperative drawing stuff would be missed least.
Not to mention vendor specific extensions and workarounds driver bugs.
So one ends with multiple code paths, if several versions are to be supported. Similar to how HTML or POSIX are portable, but then again not so much.
Re: Direct3D to OpenGL abstraction layer
#109Earlier quoted context omitted.
You mean like Warp3D (Amiga) and QuickDraw3D (Apple) ?
But then add Glide (DOS), please. :-)
Happy times. The music in Screamer 1 was better though, more noodly guitar music in the style of Satriani.
Re: Direct3D to OpenGL abstraction layer
#110Earlier quoted context omitted.
Right, but we're talking about 3D hardware APIs, which didn't really exist in a large scale until the late 90's/early 2000's.
You mean like Warp3D (Amiga) and QuickDraw3D (Apple) ?