Filed under 3D, Computers, DirectX, Programming, Software
It has been clear for several years that OpenGL is struggling to keep up with Direct3D and every year the gap gets wider. This article does a great job detailing OpenGL’s problems.
If your OpenGL app competes with a Direct3D one…you need to be worried. It is not a fair fight. Direct3D is pushing the envelope for hardware features, which means a Direct3D app can run faster or look better than an OpenGL app on equivalent hardware.
Currently, managing shaders in OpenGL and Direct3D is painful. The next version of Direct3D (DirectX 11) dramatically improves how you combine small shaders into into larger, more complex shaders. This change alone will make OpenGL seem antiquated from a developer’s point of view.
OpenGL is the only cross-platform 3D API. As OpenGL falls further and further behind Direct3D, you’ll see less 3D apps on platforms that depend on OpenGL (like Linux and Apple Mac’s).
Without a major corporate sponsor, I don’t see how OpenGL will carry on. I’m actually surprised Apple hasn’t been a bigger supporter of OpenGL considering how important it is to them.
It was fun while it lasted…we’ll miss ya.