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At GDC the Khronos Group announced not one but two new OpenGL specifications. The headline release, OpenGL 4, includes a raft of new features bringing OpenGL in line with Microsoft's Direct3D ...
Since writing good, solid OpenGL code has been (and probably still is even with DX8) FAR easier than doing it in DirectX, OpenGL renderers tend to be better written than their DirectX counterparts.
One of DirectX's three co-creators, Alex St. John, explains why Apple's Metal is such a blow to OpenGL, and what it means in the long run.
You know one reason the PC platform doesn't match the Mac for gaming (tongue in cheek) is its slavish devotion to DirectX 11, but perhaps this will change now Open GL has been updated to become a ...
If OpenGL is faster, why is DirectX still the predominant API? It isn't because of image quality or features: OpenGL 4.0 has all of shaders and tessellators and widgets that DX has.
OpenGL and DirectX most likely will be following AMD Mantle API's footsteps by providing low-level access for video cards.
Trying to speed the graphics interface's development, Khronos updates OpenGL. Phones and the Web carry a competitive advantage over Microsoft's DirectX.
Culture New OpenGL 4.0 aims to match DirectX 11 The cross-platform graphics interface adds support for tesselation and better general-purpose computation.
Direct3D handles multi-threading better, and newer versions manage state better." That being said, Carmack won't be switching away from OpenGL anytime soon.
Among the features new to OpenGL 4.0 are support for hardware tessellation and improved integration with OpenCL, enabling the GPU to better handle general computations normally performed by the CPU.
Details about glNext, the next-gen OpenGL successor, will be revealed at GDC in March. Should DirectX 12 and AMD's Mantle be scared?
Valve will be speaking about its Linux/OpenGL advancements at SIGGRAPH 2012 next week. SIGGRAPH is where we usually hear about the latest OpenGL and DirectX news, too -- so stay tuned!
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