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.