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by Impossible
5467 days ago
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This is probably the most accurate view of the history of OpenGL vs. Direct3D I've seen on the internet. It goes into the actual implementation details of why OpenGL or D3D have been more or less popular for games\graphics programming over the years. Also follows my personal adoption of the APIs for projects pretty closely. Most other comparisons are too political or anti-MS, and are often written by people that have limited (if any) experience with Direct3D. |
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There's actually a great book written about the creation of Direct3D called Renegades of the Empire (http://tinyurl.com/3n4jnru).
Having read that book I can tell you this account, while accurate in its technical details, misses a lot of other issues that were going on. For Instance...
1. The team pursuing OpenGL was part of the Windows NT group (back when NT and '95 were two different products). The Direct3D team was part of the consumer Windows group. So Microsoft's support (or lack thereof) for OpenGL games was largely based on an internal issue. With Microsoft dragging its feet on implementation in consumer Windows it forced a lot of developers to move.
2. On that note Microsoft's Consumer Windows group was all about moving developers to Windows and making Windows the defacto game standard (and as a result killing off other platforms like Mac, OS/2, etc...). Both the Mac and OS/2 supported OpenGL while they couldn't support Direct3D
3. Direct3D benefited from other parts of the DirectX API. DirectSound, for example, made it very easy for developers to support Aureal's 3d sound technology while still being backwards compatible. DirectInput made it easy to support things like ForceFeedback joysticks. And so on...
4. Microsoft bribed Developers (They did, read the book)
So while the technical analysis is correct here OpenGL's fall was due more to a powerful company doing everything it could to kill the technology off.