So...I know I'm opening of can of worms here, but it's fun...
OpenGL or Direct3D? What paradigms do each follow? D3D is there for us gamers, but can high-level modelers swear to use it for rendering effects in movies and such?
On a related note, does anyone have any recommendations for books on DirectX (in general, not just D3D) for someone whose had MFC and OpenGL experience?
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Anonymous2005-12-06 14:22
I haven't used either, but I've heard OpenGL is simpler and easier, mostly because it's not OO, unlike D3D which is some OO hell; D3D is slightly lower level and it has slughtly more features and better performance.
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Anonymous2005-12-06 16:31
para diggums
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Anonymous2005-12-09 11:19
typedef struct {
int property;
int myMethod(wchar_t *);
} MyClass;
...
MyClass obj = MyClass_Create();
obj.myMethod(L"LOOK MOM ITS OO LOL LOL");[/code]
Name:
Anonymous2005-12-09 11:20
tags fail'd, /r explanation on current tags and usage
>>1
From what I remember D3D uses row vectors (so the multiplying order is Position×World×View×Projection), and OGL uses column vectors (Projection×World×View×Position, and all transformation transposed). I believe OGL's way is the correct one.