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Opengl 4.3+ vs geforce 840m
Opengl 4.3+ vs geforce 840m








opengl 4.3+ vs geforce 840m
  1. #Opengl 4.3+ vs geforce 840m how to#
  2. #Opengl 4.3+ vs geforce 840m code#
  3. #Opengl 4.3+ vs geforce 840m windows#

A few years later, they released DirectX 5 (skipping 4 entirely), which was the first truly useful version. The first truly viable version of DirectX was DirectX 3.0. They kept working at it, asking the community for ways to improve it. Of course, Microsoft wasn't about to just give up. It was buggy, slow, badly structured, and overly complex. What later became known as DirectX 1.0 ended up not being very widely accepted. They expected it to be the perfect solution for game developers. (As an interesting side note, the API was submitted by the creators as a college project and flunked for having deviated from the assignment somewhat.) They integrated it into their own sort of mini-Graphics Library known as the Game SDK. It was a small project the company had written and was showing at a trade show when Microsoft discovered it. Rather than develop their own 3D API from scratch, they noticed a very promising 3D API being developed by a company called RenderMorphics.

#Opengl 4.3+ vs geforce 840m windows#

They decided to create an API that would allow game developers more direct access to the hardware to allow games on Windows to run at acceptable speeds. The many layers of abstraction meant that access to video and sound hardware was very limited and slow.

opengl 4.3+ vs geforce 840m

Windows, however, did not provide a good gaming platform. Microsoft wanted game developers to move away from DOS and make games for Windows, in turn making Windows a more popular platform. Well after the debut of Windows 95, the overwhelming majority of games were still being made for DOS.

opengl 4.3+ vs geforce 840m

Often, Direct3D supports features before cards do. Microsoft works very closely with graphics hardware companies to make sure that any new features that they introduce will be supported in Direct3D. Many people now believe that Direct3D is the standard for graphics on Windows platforms, not OpenGL. Recent advancements in the API, however, have made it very powerful and stable. For our purposes, that task is interfacing with the graphics hardware.įor a long time, Direct3D was considered to be pretty bad compared to OpenGL. In case you don't know this, API stands for Application Programming Interface, and it's essentially a set of functions that allow you to perform some specific task. Thus far, I've assumed that you know what an API is, and what purpose APIs serve. There really are no prerequisites to understanding this article (except possibly knowing English). You can find that easily enough in other areas on.

#Opengl 4.3+ vs geforce 840m code#

I do not, however, actually include any code here. I'll attempt to present you with the hard facts about each API, their structure, and what kind of code you can expect. I don't have enough experience with any other API to discuss it in detail, but I'll at least comment on Glide later. In this article, I concentrate on only two API's: OpenGL (version 1.3) and Direct3D (version 8.1). No need to fear though, I discuss other platforms as well. My specialty is primarily in Win32 programming, so that will be my focus. The point is, it can be a tough decision to make, and I am writing this article to help you do it. Others will talk about how they have used both, and that you should do the same and decide which you like better, but for someone starting out, that's not much help either. There are fanatics on both sides some people will tell you that OpenGL is the only way to go, and others will swear by Direct3D. Most of the things said do very little to help you decide which API you should use.

#Opengl 4.3+ vs geforce 840m how to#

Please also understand that this article is written for beginners who are unsure how to start graphics programming, and that while I have tried my best to keep this article neutral, this issue is very debatable.įor many years now, the question "Which should I use: Direct3D or OpenGL?" has elicited heated arguments. I am of the opinion that everything is correct all facts have been confirmed by third party sources. Please excuse any minor errors that I may make. All of my opinions are marked as such, and all errors are purely accidental. I have tried to keep this article as devoid of error and opinion as possible. OpenGL: Which API to Use When, Where, and Why










Opengl 4.3+ vs geforce 840m