Re[2]: [ODE] ODE with .net or atleast no make files
Chris Brodie
Chris.Brodie at macquarie.com
Sun Dec 29 20:59:01 2002
From: Royce Mitchell III [mailto:royce3@ev1.net]
It's also easier for vendor's to provide extensions with the
latest technology in OpenGL. For example, you could do Hardware
Displacement mapping in OpenGL as soon as the Radeon 9700 was
released, but you had to wait for DirectX 9 to get it in Direct3D.
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I generally keep out of anything that looks like it could turn in to a flame fest, but I'll respond anyway as I have a question.
I'm a OGL coder, I like it. I've tried D3D8, it's better than before but since I learnt OGL first and since I didn't see much difference I stuck to OGL. My problem with the above statement is that while it's true to use OGL extensions in your apps \ games it's normally a pain in the ass making your code look like spaghetti. Worse however is that you have to provide software fallback yourself for implementations that don't support the extension. For example, you hear about funky extension s3tc_etc you would like to store you files as dds files and load them right in to the card. Sounds cool, works in your demo app and fails on your friends machine, why? He had a tnt2 and you had a GF2. So to support uses that don't support s3tc you have to code up a software decompresser for s3tc. D3D would provide a software fallback for any hardware feature used, perhaps not efficient but no extra work for you to do in any case...
Left me know if I missed something here..
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