I still love GL and will continue using it, but I figure it'd be a good thing to get some practice in another API.
I still love GL and will continue using it, but I figure it'd be a good thing to get some practice in another API.
No harm in learning it, just depends on what you want to do. Me I want to make software(games) and I don't have time to relearn DX10, I tried this with DX9 did some terrain rendering and such, and found GL to be faster, due to DIP(). I haven't looked back, and if GL3 becomes a lean mean API machine, then I will be glad I did.
Each to his own!![]()
I think I will still use OpenGL, not sure about OpenGL 3.0. I already use OpenGL 2.1 a very programmable way, some feature since great but the is extension. I will see. However I'm definitely planing to use D3D10 so maybe to make my framework cross API.
I'm honestly not sure what my future plans are at this point... I started porting a couple small programs to D3D10, and while I find the API to be very clean, I miss the Linux development environment and OpenGL. And I dislike the fact that "DirectX" seems to equate to "games", as I just want a general API.
In a way, I hope nVidia releases their own API, or Larrabee proves to be practical. At this point the best thing to do seems to be to stick it out with GL.
EDIT: Then again, I suppose gaming is the reason I am able to buy an affordable GeForce GPU...
One thing for all the people jumping ship, GL/GLes is what is on cell phones and small devices. And after seeing Nvidia talk about trying to dominate that market, which is in the hundreds of millions, that is a large market for OpenGL gaming to be capitalized on. DX10, not on cellphones! So depending on what you are after, but making money seems to be a good thing. But I still want GL for all the desktops also.
OpenGL|ES != OpenGL, and even then it's the same reasoning behind using OpenGL because you are supporting OSX or Linux; it's not a case of 'want' to use it, it's a case of 'forced' to.
I know GLes isn't GL, but the syntax is the same. And you DON'T have to learn a new API to use it if you KNOW GL. Forced you say? Well you are pretty much FORCED to use DX/XNA on 360 correct? And you may as well say FORCED to use it on Windows.
It's only "forced" on Windows because OpenGL is so bad by comparison.And you may as well say FORCED to use it on Windows.
In terms of being an API for rendering graphics, it is very difficult to argue that OpenGL/ES is superior to D3D. Just in terms of their APIs. The point being that if everyone had the choice of which API to use, prejudice aside, most of them would probably choose D3D.
Well, no, you aren't on Windows, you can use OpenGL is you choose.
And my statement about OpenGL vs OpenGL|ES was you implied that OpenGL was, along with OpenGL|ES, on mobile and 'small devices' which it isn't. The API might look the same to a degree and maybe share functionality but if you go into mobile programming and treat it like programming on a PC then you are doomed.
Korval, and why do you think its so bad? To give coders the nudge to use DX instead. If you use tools that are broken all day long, and then look over at someone else who is actually getting work done, you are going to want to use them instead.
And Phantom you are correct, you code hand held devices like a PC, you will find out how pathetic the power is, compared to what is available on the PC.