News

If OpenGL is faster, why is DirectX still the predominant API? It isn't because of image quality or features: OpenGL 4.0 has all of shaders and tessellators and widgets that DX has.
The headline release, OpenGL 4, includes a raft of new features bringing OpenGL in line with Microsoft's Direct3D specification. OpenGL 3.3 was also released, providing as many of the new version ...
One of DirectX's three co-creators, Alex St. John, explains why Apple's Metal is such a blow to OpenGL, and what it means in the long run.
Since writing good, solid OpenGL code has been (and probably still is even with DX8) FAR easier than doing it in DirectX, OpenGL renderers tend to be better written than their DirectX counterparts.
Following Mantle API, DirectX and OpenGL will start offering low-level access to provide more efficient ways of programming graphic grads. This will help to reduce the CPU overhead in Direct3D and ...
"OpenGL 4.0 exposes the same level of capability of GPUs as DirectX 11," the competing interface from Microsoft, Khronos said in a presentation. The company announced the new standard, along with ...
The Khronos Group today shipped an updated version of Open GL (v.4.1), which can do everything DirectX 11 can do, and adds a few other lovely features, too.
Direct3D handles multi-threading better, and newer versions manage state better." That being said, Carmack won't be switching away from OpenGL anytime soon.
Among the features new to OpenGL 4.0 are support for hardware tessellation and improved integration with OpenCL, enabling the GPU to better handle general computations normally performed by the CPU.
Khronos Group, the industry consortium that develops OpenGL, announced a new version of the graphics interface on Monday that it hopes will compete better with Microsoft's DirectX--and that could ...
AMD’s Mantle is here, Microsoft’s DirectX 12 is coming with Windows 10, and at GDC in early March we’ll hear the first news about a successor to the open-source, cross-platform OpenGL API.
If OpenGL is faster, why is DirectX still the predominant API? It isn't because of image quality or features: OpenGL 4.0 has all of shaders and tessellators and widgets that DX has.