a FEATURE, NOT a weakness of the API.
Really, it's a weakness. When using DirectX one can ASK the hardware (driver) if it supports EMBM for example. Then based on the answer, the feature can be toggled on or off.
Ugin OpenGL, one has to KNOW the specific calls for a specific hardware for the same result. This due to the "feature" of manufactorers allowed to add extensions not commonly excepted.
This leads to some effects that must be noted; OpenGL-game (for example) can only support special features on cards that are out when the game is written. For a new card, one will have to patch the game to get the feature working.
Again, needless to say this is not the case with DirectX/3D.
iD found OpenGL to be usable because, will, it is!
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B
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