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by kevingadd
4712 days ago
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The 'caps bits' problem is really the core of it. OpenGL in that era was a nightmare for anything resembling game rendering. The OpenGL we have now is pretty reasonable, but back then, Direct3D was a breath of fresh air and DirectDraw was a much saner way to push pixels around efficiently as well. It was hard for me to ever understand why people preferred OpenGL at the time (other than the obvious benefit of theoretical portability). Vendor-specific shader bytecode, UGH. |
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OpenGL was elegant and very simple to use, quickly becoming close to invisible. DirectX, in comparison, was layers upon layers of COM book-keeping code.
Of course OpenGL has become like DirectX in more recent iterations, as in the end immediate satisfaction is less important than flexibility.