OpenGL and Direct3D are computer graphics libraries with differences in development, maintenance, implementation, supported platforms, and programming design. Both have similar capabilities and are often supported by 3D programs. Direct3D only works on Windows, while OpenGL is cross-platform. OpenGL abstracts the use of graphics hardware, while Direct3D requires managing hardware within the program. Hardware manufacturers can implement new features through OpenGL extensions, while Direct3D requires processing through Microsoft for compatibility.
There are several differences between Open Graphics® (OpenGL®) and Direct3D computer graphics libraries, although not all of them are obvious to programmers and end users. The biggest difference is in how each of the graphics libraries are developed and maintained, with OpenGL® developed largely by a consortium of different stakeholders and Direct3D developed and maintained by Microsoft®. Direct3D is also completely proprietary in its implementation, while OpenGL® follows a largely open standard, except for some patented hardware routines. The last major difference between the OpenGL® and Direct3D libraries is in the supported platforms, because OpenGL® works on a variety of platforms and languages, while Direct3D only works on Microsoft® Windows® based systems.
In the early to mid 1990s, when both OpenGL® and Direct3D became available to computer programmers, there was a big difference in the underlying frameworks. As time went on and graphics hardware became more prevalent and less expensive, many advanced features were introduced that both libraries needed to support in order to stay relevant. Ultimately, the perceived competition between OpenGL® and Direct3D resulted in both libraries having nearly identical capabilities, although some minor differences still exist. Most end users don’t know whether OpenGL® or Direct3D is being used in a device or an application, and a large number of 3D programs actually contain support for both libraries.
One of the biggest and unavoidable differences between OpenGL® and Direct3D is the platforms they will operate on. Direct3D is part of the Microsoft® Windows® Software Development Kit (SDK), so it relies specifically on components found only in the Windows® operating system and its derivatives. OpenGL®, on the other hand, is generically developed to be cross-platform and relies as little as possible on the operation of specific functions. Some programs have been developed to allow Direct3D to run on non-Windows® operating systems, although the functionality is usually greatly reduced.
From a programming standpoint, there is an overall design difference between the libraries. OpenGL® tends to abstract the use of graphics hardware, allowing programmers to use a set of fundamental drawing functions which then relies on drivers to directly access the hardware. Direct3D requires the programmer to manage certain aspects of the hardware within the program being written, which can make a Direct3D program more complex but also provides more flexible resource management. Ultimately, OpenGL® makes it easier to write programs, but it’s harder for hardware manufacturers to write drivers. Alternatively, Direct3D has a great deal of tools and support available from Microsoft®, but requires more hardware and programming knowledge to use.
One final difference between OpenGL® and Direct3D is the way new hardware and language features are added between major standard versions. Through OpenGL®, hardware manufacturers are able to implement special features known as extensions that can provide instant access to unique features of new hardware. With Direct3D, these features must be processed through Microsoft®, which then releases the new features through official distribution channels. The OpenGL® approach allows you to use new features quickly but reduces the overall compatibility of a program that uses extensions, while the Direct3D approach is slower but can ensure compatibility between different systems.
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