OpenGL and DirectX

K. Hillesland
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Abstract

OpenGL and DirectX are different APIs for what is typically the same hardware. This course leverages the fact that if you know one of the two, you can quickly learn the other, including advanced features introduced in DirectX 11.1, OpenGL 4.3 and OpenGL ES 3.0. We will explore the similarities and differences between the APIs. This will allow someone familiar with one of the APIs to see what the other API has to offer and what they need to know to use it. It will also offer a different point of view on the same underlying hardware, and shed some light on the drivers. We will only be focusing on core OpenGL, and more specifically the approaches that resemble what's done in DirectX, such as immutable textures. This not only makes it easier to move between the APIs, but results in a focus on performant use. For DirectX we will focus on DirectX 11, including parts of 11.1 where it has converged with OpenGL and OpenGL ES in its approach.
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OpenGL和DirectX
OpenGL和DirectX是针对相同硬件的不同api。本课程利用的事实是,如果你知道两者中的一个,你可以快速学习另一个,包括DirectX 11.1, OpenGL 4.3和OpenGL ES 3.0中引入的高级功能。我们将探讨api之间的异同。这将允许熟悉其中一个API的人看到其他API提供了什么,以及他们需要知道什么才能使用它。它还将对相同的底层硬件提供不同的视角,并阐明驱动程序。我们将只关注核心OpenGL,更具体地说,类似于DirectX的方法,比如不可变纹理。这不仅使在api之间的移动变得更容易,而且还导致了对性能使用的关注。对于DirectX,我们将重点关注DirectX 11,包括11.1的部分,它在方法上与OpenGL和OpenGL ES融合。
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