Subject: Re: Thoughts on the Gabe Newell 's Mac comments. 2007-10-02 - By Chris Niederauer
Back On Oct 2, 2007, at 10:36 AM, Peter wrote:
>> I would say the MAIN issue is DirectX vs OpenGL, a lot of developers >> seem to think you can't achieve all the things in OpenGL that can be >> done with DirectX, I personally I have yet to see anything that can't >> be done in OpenGL, > > Sure, there isn't anything you can do in D3D that you can't do in GL, > but it's a hell of a lot easier in D3D most of the time. Even > something as simple as non-rect textures is a chore in GL, and quite > often, you're writing multiple code paths to get the most out of > hardware, where on D3D, it only requires one. > > A good example that I always quote, is Carmack with the Doom 3 engine. > He had to have 3 codepaths - an nVidia one, an ATI one, and a (slow) > ARB one, just to get full performance. If he had used D3D, he would > need only ONE codepath. > > ID Tech 5 is based on D3D, btw... although Carmack plans to add a GL > backend at some point.
id Tech 5 was shown for the first time running on a Mac at WWDC in 2007. I am not sure where you heard that John was added a GL backend after the fact? It currently runs on all 4 major platforms (sorry, Wii!) and I personally know that statement to be incorrect. And has been said earlier, a lot of Direct3D games use the exact same trick of making multiple code paths for different cards. It is not inherent to the API but a matter of maximizing performance.
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