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	<title>Comments on: Direct3D vs. OpenGL</title>
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	<link>http://pjblewis.com/2005/07/23/direct3d-vs-opengl-2/</link>
	<description>The programming escapades of a computer graphics programmer</description>
	<pubDate>Wed, 07 Jan 2009 04:23:12 +0000</pubDate>
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		<title>By: Peter Lewis</title>
		<link>http://pjblewis.com/2005/07/23/direct3d-vs-opengl-2/#comment-6</link>
		<dc:creator>Peter Lewis</dc:creator>
		<pubDate>Sat, 23 Jul 2005 18:31:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.pjblewis.com/2005/07/23/direct3d-vs-opengl-2/#comment-6</guid>
		<description>You're quite right - the extensions were a powerful asset and the only option for pre-DirectX9 applications. However, as you say they're not very portable. It's a pity, but with OpenGL 2.0 things should change.

Wuhan is an awesome theme, too. :D</description>
		<content:encoded><![CDATA[<p>You&#8217;re quite right - the extensions were a powerful asset and the only option for pre-DirectX9 applications. However, as you say they&#8217;re not very portable. It&#8217;s a pity, but with OpenGL 2.0 things should change.</p>
<p>Wuhan is an awesome theme, too. <img src="http://pjblewis.com/wp-includes/images/smilies/icon_biggrin.gif" alt="D" class="wp-smiley" /></p>
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		<title>By: Baher</title>
		<link>http://pjblewis.com/2005/07/23/direct3d-vs-opengl-2/#comment-5</link>
		<dc:creator>Baher</dc:creator>
		<pubDate>Sat, 23 Jul 2005 14:29:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.pjblewis.com/2005/07/23/direct3d-vs-opengl-2/#comment-5</guid>
		<description>Hey, we and you have the same theme (Wuhan) that's quite a surprise to me, especially that you're a game programmer as I used to be.

I'm a hardcore gamer and learned game programming for a while, for me OpenGL was the API of choice, I liked the simplicity of it and once you get the hang of using extensions, you can program some amazing shader effects, back in the early GeForce 6 days the ARB_vertex_shader_3 which allowed real displacememnt mapping was out before even the card, when it took quite a while before MS releases DX9.0c.

The big downside of this extensions thing, is that you have to write the shaders to different extensions in order to work with different cards, when I decided to do Normal Mapping, I had to write 4 differnt code pieces  in order to sclae with different cards, and that was very time consuming, but you get a very optimized performance using this approach.

I hope they resolve this extensions thing, for the sake of OpenGL and to make it a little more appealling to others.

Ahh you reminded me of game programming, it's been a while now since I coded something, I have to get back to it now ;)</description>
		<content:encoded><![CDATA[<p>Hey, we and you have the same theme (Wuhan) that&#8217;s quite a surprise to me, especially that you&#8217;re a game programmer as I used to be.</p>
<p>I&#8217;m a hardcore gamer and learned game programming for a while, for me OpenGL was the API of choice, I liked the simplicity of it and once you get the hang of using extensions, you can program some amazing shader effects, back in the early GeForce 6 days the ARB_vertex_shader_3 which allowed real displacememnt mapping was out before even the card, when it took quite a while before MS releases DX9.0c.</p>
<p>The big downside of this extensions thing, is that you have to write the shaders to different extensions in order to work with different cards, when I decided to do Normal Mapping, I had to write 4 differnt code pieces  in order to sclae with different cards, and that was very time consuming, but you get a very optimized performance using this approach.</p>
<p>I hope they resolve this extensions thing, for the sake of OpenGL and to make it a little more appealling to others.</p>
<p>Ahh you reminded me of game programming, it&#8217;s been a while now since I coded something, I have to get back to it now <img src="http://pjblewis.com/wp-includes/images/smilies/icon_wink.gif" alt=")" class="wp-smiley" /></p>
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