Never used D3D, but OpenGL sucks balls. It's impossible to write a nontrivial program that works on all hardware. Worst fucking "standard" ever.
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Anonymous2008-10-19 16:19
I AM NETBSD
SON OF A BITCH OPENBSD
PF IS PIG
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DO YOU WANT A HACKATHON?
OPENSSH IS PIG DISGUSTING
THEO DE RAADT IS A MURDERER
FUCKING PATCH
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Anonymous2008-10-19 16:22
Never used OpenGL, but D3D sucks balls. It's impossible to write a nontrivial program that works on any OS other than Windows. Worst fucking "standard" ever.
FIX'D
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Anonymous2008-10-19 17:18
>>8
D3D takes it to next level, and puts limits not only on hardware, but on software too.
Microsoft wasshoi~ Microsoft wasshoi~
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Anonymous2008-10-19 17:34
It is sad to say, but DirectX is indeed much better then OpenGL. Decent shader stuff is also proprietary.
Use a OpenGL-based 3d graphics engine. You're not man enough to handle plain OpenGL. In fact, you're the kind of person who would start out by reading the NeHe tutorials, and then go off and write shitty code using glBegin and glEnd. Don't do that.
It's not everybody who can handle dealing with vertex arrays by themselves. It's okay to come out and say that ``Yes, I suck cocks, and I need prewritten code to load models and render scene graphs.''
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Anonymous2008-10-19 19:12
Where can I learn how to use OpenGL without all the GLUT/3d bullshit? 3d is pig disgusting.
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Anonymous2008-10-19 19:39
>>12
OpenGL without 3d? You just do it as normal, except you make everything flat.
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Anonymous2008-10-19 19:51
OpenGL is shite. There is so much boilerplate code needed to just start drawing shit to the screen. And then, when you finally get everything set up, you have to write your own functions to draw circles. Also the whole matrix stack idea is just fucking stupid. If you program games you are obviously stupid because 99% of your code is going to be shite. There is, after all, a reason why SICP contains no 3D graphics, its because the Sussman realizes that 3D graphics are stupid as fuck. Imagine writing OpenGL code in Scheme. Fuck.
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Anonymous2008-10-19 20:03
Hey I want to create a simple OpenGL pong clone. Here's how you would have to do it:
1. Fucking initialize OpenGL (Probably like 100 lines of code).
2. Write a fucking function that gets called when your fucking screen gets resized.
3. Fucking initialize your fucking stupid viewport (Who the fuck knows what the fuck an orthonormal viewport is.)
4. Draw the fucking paddles to the screen (Don't forget to call glColor3f first! Who the fuck knows what the 3f actually stands for.)
5. Draw a fucking ball to the screen (Draw the ball as a fucking fan of triangles because OpenGL doesn't yet support the concept of a CIRCLE, which has been around for fucking EVER.)
6. Fucking write a function that updates the screen every frame. You need to write a stupid fucking collision detection algorithm too. This will account for 0.1% of your final code.
7. Fucking add some scoreboards and shit, how do you do this? Who the fuck knows, multiple fucking viewports? Fuck if I know.
8. Fucking write a stupid keyboard reading function so you can get input from the user for certain events like moving the paddles.
4. Draw the fucking paddles to the screen (Don't forget to call glColor3f first! Who the fuck knows what the 3f actually stands for.) 3 floats, obviously.
5. Draw a fucking ball to the screen (Draw the ball as a fucking fan of triangles because OpenGL doesn't yet support the concept of a CIRCLE, which has been around for fucking EVER.)
Issue with rasterization, not OpenGL. Use a raytracer if you want circles.
6. Fucking write a function that updates the screen every frame. You need to write a stupid fucking collision detection algorithm too. This will account for 0.1% of your final code.
Real men use a loop.
7. Fucking add some scoreboards and shit, how do you do this? Who the fuck knows, multiple fucking viewports? Fuck if I know.
Use more circles.
8. Fucking write a stupid keyboard reading function so you can get input from the user for certain events like moving the paddles.
Nothing to do with OpenGL.
opengl still uses integer handles to identify objects and a clusterfuck of binding functions to select the one you're working with
d3d has a nice clean object oriented interface
opengl has a shitty shading language (glsl)
d3d has hlsl combined with a well-thought-out effect system
opengl does not have access to the full functionality of modern hardware, not even through extensions
d3d does
this is coming from an opensores fanboy faggot who uses opengl exclusively:
opengl fucking sucks and is being held back by legacy bullshit and a committee slower than an arthritic veteran snail on valium
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Anonymous2008-10-21 9:21
>>28 d3d has a nice clean object oriented interface
By that you mean In her itance > tree > > nightmare
right?
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Anonymous2008-10-21 11:57
Direct3d is actually easier to work with than OpenGL for 2 raisons:
- Many of the helper functions you would want are already included in the library (for OpenGL you have to either write them or find some 3d engine/math library with the functions you want)
- You're pretty much guaranteed it will work for any computer with Windows installed simply because there are fewer system configurations to worry about
However I would still recommend people use OpenGL if they can because I think Microsoft is a douche for doing everything backwards with Direct3d simply to enforce vendor lock-in. Plus you get the option to make the code more cross-platform, and can even try targeting mobile OpenGL ES devices (such as the popular i-suck-Steve-Jobs-cockPhone).
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Anonymous2008-10-21 12:10
>>30
But I don't want to write another circle function.
>>31
then use a library that provides a circle function, dipshit.
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Anonymous2008-10-21 13:02
D3D is superior by far, and anyone who says otherwise is some bawww micro$oft bawww type.
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Anonymous2008-10-21 13:31
>>30
You have heard of GLU and GLUT, correct? There are also piles of utility libraries besides those.
Above all, with OpenGL your code will be portable. That's pretty damn significant.
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Anonymous2008-10-21 15:42
>>34
If by "portable" you mean "won't work the same anywhere."
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Anonymous2008-10-21 16:10
Ease of programming.
Direct3d is better here if you use a bare-bones OpenGL. They are about equal if you use decent additional libraries for OGL.
Keep in mind that OpenGL is more low-level than D3D and has different goals, so this comparison isn't really all that interesting. Performance.
OpenGL wins here, no contest. Especially if you know what you're doing. Amount of cocks
Try writing a game for the PS3 in D3D and you'll notice the huge cock that is vendor lock-in.
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Anonymous2008-10-21 16:23
>>36
Try writing a game for the PS3 using any kind of accelerated 3D and you'll notice the huge cock that is vendor lock-in.
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Anonymous2008-10-21 17:55
I don't want to notice any huge cocks, I just want to write code
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Anonymous2008-10-21 18:47
I suggest you suck John Carmack's cock and ask him what to use.
This will slightly increase the amount of cocks in your final solution, but it's a net win for removing the 0.5 chance of picking megacocks.
>>38, D3D should be a safe choice for you. As per your preferences you don't want to go anywhere near Carmack, and the cocks you'll encounter in your work with Direct3D, while numerous, will invariably be micro soft.