| I don't know. If a historical account gives the details it knows correctly but leaves a bunch of details out is it still accurate? 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. |
In an alternate reality where Windows is still the #1 desktop PC gaming platform, and MS adopted OpenGL instead of developing Direct3D, we'd end up with Microsoft specific extensions and vendor specific extensions to keep OpenGL up to speed with current hardware.