A major advantage of DirectX is programmable pixel and vertex shaders. The syntax has cleaned up considerably in the past two or three versions so it's now as easy or easier than OpenGL.
Both APIs allow you to use a high level language to write programmable vertex and fragment shaders (HLSL for Direct3D, GLSL for OpenGL).
DirectX10 is much easier to write for due to the managed code aspect of.Net, but you are limiting yourself to Windows users.
There is no managed interface for DX10, it's a C++ API. Also, you aren't restricting yourself to Windows users only, you are restricting yourself to Windows Vista users only, a much smaller install base.
The OpenGL Shading Language extensions (ARB_shader_objects, ARB_vertex_shader, ARB_fragment_shader, ARB_shading_language_100) are NOT part of OpenGL 1.5. An implementation can advertise OpenGL 1.5 support without any of these extensions.
Actually, ICQ and Winamp were great apps long before AOL had anything to do with them. In fact, AOL can be blamed for the current state of ICQ (ad ridden, bloated POS).
A former Microsoft and Creative Labs interface designer
Creative Labs has some of the worst applications I've ever been forced to use in my life. If you have ever owned a Creative MP3 player you've run into the horror that is PlayCenter, which is a painfully slow, horribly skinned, buggy, POS very likely written in Visual Basic.
Then there is their Live!Ware software which is just as bad and comes with all sorts of "fun" things that load at startup as well as several more unusable skinned apps.
Uhh, I don't think you've ever used Cg have you? Its a shading language, not a general purpose programming language. Its used to control the vertex and pixel shaders in OpenGL and DirectX.
1. There are no pointers in Cg, not sure what you are talking about here.
2. Possibly
3. No idea what you are trying to say with this one. Cg will compile to DirectX 8 vertex/pixel shaders and ARB_vertex_program under OpenGL, meaning it will run on any card.
4. Again, no pointers.
5. No class's at all, this isn't C++, its C for graphics.
> So, yes, it includes the disputed Vertex shading >that Microsoft claims is under patent not publically >licensed, as it was before it acquired the patent >from SGI.
Read a little closer: "Vertex programming framework, setting the stage for user-defined geometry, lighting and shading programs". This isn't the actual vertex shading, its just a framework for vertex/pixel programs.
Both APIs allow you to use a high level language to write programmable vertex and fragment shaders (HLSL for Direct3D, GLSL for OpenGL).
There is no managed interface for DX10, it's a C++ API. Also, you aren't restricting yourself to Windows users only, you are restricting yourself to Windows Vista users only, a much smaller install base.
Did the exact same thing.
The OpenGL Shading Language extensions (ARB_shader_objects, ARB_vertex_shader, ARB_fragment_shader, ARB_shading_language_100) are NOT part of OpenGL 1.5. An implementation can advertise OpenGL 1.5 support without any of these extensions.
They will be added to OpenGL 2.0.
http://www.paulyao.com/cfbook/index.asp
Not finished yet but you can download all of the preview chapters of the book and send the authors feedback.
I just bought this, its hilarious and a great read.
> Hammer != Compiler
;)
No, its the Integrated Development Environment
Actually, ICQ and Winamp were great apps long before AOL had anything to do with them. In fact, AOL can be blamed for the current state of ICQ (ad ridden, bloated POS).
9 Thumbs up? What the hell is that!?
What would be really great would be Will Ferrell as James Lipton, interviewing the Simpsons ;)
Yes, afaik they bought enough episodes to last through the 2003-2004 season, but no more after that.
A former Microsoft and Creative Labs interface designer
Creative Labs has some of the worst applications I've ever been forced to use in my life. If you have ever owned a Creative MP3 player you've run into the horror that is PlayCenter, which is a painfully slow, horribly skinned, buggy, POS very likely written in Visual Basic.
Then there is their Live!Ware software which is just as bad and comes with all sorts of "fun" things that load at startup as well as several more unusable skinned apps.
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Uhh, I don't think you've ever used Cg have you? Its a shading language, not a general purpose programming language. Its used to control the vertex and pixel shaders in OpenGL and DirectX.
1. There are no pointers in Cg, not sure what you are talking about here.
2. Possibly
3. No idea what you are trying to say with this one. Cg will compile to DirectX 8 vertex/pixel shaders and ARB_vertex_program under OpenGL, meaning it will run on any card.
4. Again, no pointers.
5. No class's at all, this isn't C++, its C for graphics.
6. Its a shading language...
7. No idea what you are trying to say here.
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> So, yes, it includes the disputed Vertex shading >that Microsoft claims is under patent not publically >licensed, as it was before it acquired the patent >from SGI.
Read a little closer: "Vertex programming framework, setting the stage for user-defined geometry, lighting and shading programs". This isn't the actual vertex shading, its just a framework for vertex/pixel programs.
The goggles do nothing!
Yup, gives an error instead of a fatal error
There will be a linux compiler.
Look into Personal Cinema at your nearest Best Buy or CompUSA
Even worse, they require you to repeat the process to download a patch!!
Those are Windows XP icons, take a look at any Windows XP installation (the icons are in shell32.dll) and you will see.
Actually the GeForce3 was announced around February and the Radeon 8500 was announced around July-August.