Yep... all very valid differences. I had just never seen these as issues as in general I hardly ever see them in production commercial applications.
But in terms of hardware specific differences, yeah I do see those... but of course they are different at the driver/hardware level, something that we wouldn't really be able to resolve at the API AFAIK.
> -----Original Message-----
> From: Kelvin Chung [mailto:[EMAIL PROTECTED]]
> Sent: Thursday, August 16, 2001 1:20 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] Diferences between DirectX e OpenGL ?
>
>
> >Delivered-To: [EMAIL PROTECTED]
> >MIME-Version: 1.0
> >Date: Thu, 16 Aug 2001 17:24:56 +0200
> >From: Joachim Diepstraten
> <[EMAIL PROTECTED]>
> >Subject: Re: [JAVA3D] Diferences between DirectX e OpenGL ?
> >To: [EMAIL PROTECTED]
> >
> >Hi John
> >
> >> differences. Perhaps Microsoft could comment on if video card
> >> manufacturers are being more consistent in fully
> supporting DirectX now?
> >Definitly as it seems new leading technology seems to be
> first integrated
> >into DX (see Vertex/Texture/Pixel shader stuff) before any
> weired sort of
> >vendor specific OGL extension. And it's also common known
> that ATI drivers
> >are not the best OGL wise but DX is mostly fine. [IMHO a pitty]
> >
>
> Except for those function not support by D3D
> as mention in README such as
> line width/point size/line pattern/texture
> border color (most driver don't support
> the last two in hardware accelerated mode)
>
> Other differences are:
>
> (i) The SpotLight falloff model is different between
> OGL & D3D.
> (ii) Specular highlight in Texture mapping. In v1.3
> OGL will use GL_EXT_separate_specular_color to
> make the highlight same as D3D if driver support.
>
> Since vendors support of OGL & D3D may varies,
> try both to see which one works better in your
> machine.
>
> - Kelvin
> ---------------
> Java 3D Team
> Sun Microsystems Inc.
>
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