Kelvin produced a pretty accurate rendition of the deltas in the APIs.
in terms of driver support, we are not aware of where IHVs are not
providing DX drivers. not sure I can do anything about it other than
contact the IHV in question, but please send me private mail so I can
understand the issues.
-----Original Message-----
From: Kelvin Chung [mailto:[EMAIL PROTECTED]]
Sent: Thursday, August 16, 2001 10:20 AM
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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