On Sunday, 19 January 2014 at 07:55:03 UTC, Adam Wilson wrote:
It may be true of simple implementation on the same hardware but consider that the OpenGL API is implemented entirely by the GPU vendor, this invariably results in the same command producing different results in some cases, and the cases will change between vendors and API versions. It's a maddening problem because while it looks right on your GPU it might look different on another or it might not, this means testing on as much hardware as possible, which is something that will take a LOT of time as user reports bugs on their own hardware. See the last paragraph in this citation: http://en.wikipedia.org/wiki/Comparison_of_OpenGL_and_Direct3D#Availability

DirectX does not have this problem, granted it does so at the expense of cross-platform ability, but given the pluggable nature of Aurora backends I fail to see the harm in using DirectX given it's uniformity on at least Windows.

How about the angle project? You were asked for shader compatibility too.

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