Direct-3D IM is a horribly broken API. It inflicts great pain and suffering on the programmers using it, (...) OpenGL seems to work just fine for everything from quake to softimage. There is no good technical reason for the existance of D3D.
Chris Hecker.(1995?): I believe it would be best for the 3D game industry if Microsoft canceled Direct3D Immediate Mode and put all their 3D immediate mode resources behind their OpenGL team. (...)
En el siguiente enlace (muy recomendable, pues es muy extenso y salen mas cosas)...
We, the undersigned professional game developers, call on Microsoft to continue its active OpenGL development,(...)
Signed,
Bill Baldwin Brian Hook William Scarboro Sean Barrett Andrew Howe Jason Shankel Ken Birdwell Brent Iverson Zachary Simpson Seamus Blackley Rick Johnson David Stafford Stefan Boberg Dave Kaemmer Tim Sweeney John Carmack Donavon Keithley Chris Taylor Glenn Corpes Jason Leighton Dave Taylor Steve Crane John Lemberger Trey Taylor Mark Dochterman Peter Lincroft Cameron Tofer Jim Dose Mike Linkovich Matt Toschlog James Fleming Jonathan Mavor Neall Verheyde Rick Genter Stan Melax Charlie Wallace Ed Goldman John Miles Kevin Wasserman Chris Green Doug Muir Patrick Wilkinson Robin Green Casey Muratori David Wu Mike Harrington John Nagle Pat Wyatt Ryan Haveson Mike Newhall Billy Zelsnack Chris Hecker Jay Patel Greg Zeschuk Lawrence Holland John Romero
----- Nota: Esto no quita que a partir de DirectX9, Direct3D sea ya una excelente API tecnicamente. Pero eso no quita que hizo (y sigue haciendo) sabotajes directos al uso de openGL, para evitar portabilidad. (Estandar Abierto => Portabilidad)
Re:Le hacen pagar algo, aunque es poca cosa.
(Puntos:0)Carmack 1995:
http://www.bluesnews.com/archives/carmack122396.h
Direct-3D IM is a horribly broken API. It inflicts great pain and suffering on the programmers using it, (...) OpenGL seems to work just fine for everything from quake to softimage. There is no good technical reason for the existance of D3D.
Chris Hecker.(1995?): I believe it would be best for the 3D game industry if Microsoft canceled Direct3D Immediate Mode and put all their 3D immediate mode resources behind their OpenGL team. (...)
En el siguiente enlace (muy recomendable, pues es muy extenso y salen mas cosas)...
http://www.azillionmonkeys.com/windoze/OpenGLvsDi
We, the undersigned professional game developers, call on Microsoft to continue its active OpenGL development,(...)
Signed,
Bill Baldwin Brian Hook William Scarboro
Sean Barrett Andrew Howe Jason Shankel
Ken Birdwell Brent Iverson Zachary Simpson
Seamus Blackley Rick Johnson David Stafford
Stefan Boberg Dave Kaemmer Tim Sweeney
John Carmack Donavon Keithley Chris Taylor
Glenn Corpes Jason Leighton Dave Taylor
Steve Crane John Lemberger Trey Taylor
Mark Dochterman Peter Lincroft Cameron Tofer
Jim Dose Mike Linkovich Matt Toschlog
James Fleming Jonathan Mavor Neall Verheyde
Rick Genter Stan Melax Charlie Wallace
Ed Goldman John Miles Kevin Wasserman
Chris Green Doug Muir Patrick Wilkinson
Robin Green Casey Muratori David Wu
Mike Harrington John Nagle Pat Wyatt
Ryan Haveson Mike Newhall Billy Zelsnack
Chris Hecker Jay Patel Greg Zeschuk
Lawrence Holland John Romero
-----
Nota: Esto no quita que a partir de DirectX9, Direct3D sea ya una excelente API tecnicamente. Pero eso no quita que hizo (y sigue haciendo) sabotajes directos al uso de openGL, para evitar portabilidad. (Estandar Abierto => Portabilidad)