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While OpenGL is the standard for high-end graphics applications where programmers have found it powerful and easy to use, most people have heard of OpenGL in reference to the Quake series of games ...
One of the last lessons switches gears to OpenGL so you can see how it all applies. As you might expect, if all you have is a call to set a pixel color, you have a lot of work in front of you.
One of DirectX's three co-creators, Alex St. John, explains why Apple's Metal is such a blow to OpenGL, and what it means in the long run.
Fix the gray screen glitch in Chrome 139 with an easy fix that restores normal browsing and keeps your browser performance on track.
If OpenGL is faster, why is DirectX still the predominant API? It isn't because of image quality or features: OpenGL 4.0 has all of shaders and tessellators and widgets that DX has.
I.e., when I'm doing custom UI development, *my display primitives* are CALayers. When I'm doing 3D programming in OpenGL or Direct3D, my display primitives are textured polygons (or 3D objects).
Since writing good, solid OpenGL code has been (and probably still is even with DX8) FAR easier than doing it in DirectX, OpenGL renderers tend to be better written than their DirectX counterparts.
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