|
|
|
|
|
by sliverstorm
4408 days ago
|
|
To my understanding, the critical difference between framebuffer graphics and 3D API graphics is the processing! In a framebuffer scenario, the CPU does all the rendering. Since CPU is poorly suited to rendering 3D, we have a coprocessor called a GPU. The CPU has to feed the GPU work. Because the GPU is cutting-edge, there is a certain amount of magic voodoo required for top performance that needs to get abstracted away- maybe this particular model of GPU you have doesn't support some common instruction. You don't want to handle that in your software, you want to hide that in the driver. Beyond that, the API is also there to make the GPU easier to use. OpenGL is a mess, sure, but to my understanding most developers would pull their hair out and give up if they had to program the GPU directly. |
|