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Subject: Re: [boost] boost::directx?
From: Zachary Turner (divisortheory_at_[hidden])
Date: 2009-06-09 09:42:14


On Tue, Jun 9, 2009 at 6:02 AM, Carlos Rafael Giani <
e0325834_at_[hidden]> wrote:

> joel wrote:
>
>> Wasn't that stuff like Ogre3d do somehow.
>> That's ages i didn't dip into these so take this question as a real naive
>> one for the sake of the
>> argument.
>>
>>
> Examples are:
> - pixel formats supported by one API but not by the other (Direct3D: YUV
> textures, OpenGL: latc compression, at least I'm not aware of a D3D
> equivalent)
> - buffers: OpenGL Buffer Objects and Direct3D Buffers work differently, and
> allow for different semantics
> - render-to-texture differs significantly between the two (OpenGL FBOs
> allow have many more features than their D3D equivalents)
> - Direct3D10 unifies all types of buffers, OpenGL 3 doesnt
> - Render-To-Texture in D3D understands (0,0) as being the upper left
> corner, in D3D it is the lower left one
> - Direct3D shaders and OpenGL ones have different, incompatible approaches
> (D3D knows no shader linking for example)
> - Direct3D uses vertex declarations, OpenGL uses pointers (which actually
> are offsets when buffer objects are used)
> ....
>
> This is a small excerpt of the differences. There are more subtle ones,
> such as locking flags for memory mapping allowing more fine-grained data
> transfers in D3D.

How about HLSL (High Level Shader Language)? This is a massive difference
between the two.


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