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Summary
This page is an informal attempt to summarize the main differencesbetween SGI's OpenGL and Microsoft's Direct3D. First, each API issummarized in an attempt to bring a balanced presentation of the twoAPIs. Then a feature comparison is made between the capabilities ofOpenGL and Direct3D.
Unless otherwise noted, 'OpenGL' refers to the OpenGL 1.2 core withno extensions and 'Direct3D' refers to Direct3D8, the Direct3Dinterface in DirectX 8. When a difference between Direct3D7 andDirect3D8 is noteworthy, version numbers are given.
Intended Audience
This document assumes that the reader is familiar with thearchitecture of a traditional 3D graphics pipeline as commonly usedwith scanline rendering techniques. For more information on sucharchitectures, the reader is encouraged to consult a 3D graphics textsuch as '3D ComputerGraphics' by Alan Watt and Mark Watt. This is only one book ofmany 3D graphics books, the interested reader is encouraged to browse agood technical bookstore and find one that speaks to them mosteffectively.
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SGI's OpenGL
SGI's OpenGL is a procedural 3D graphics API, the successor to IrisGL which originated in the unix workstation market. Iris GL is thegraphics API used on a succession of 3D graphics workstations designedand built by Silicon Graphics, Inc.
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'OpenGL' is a trademark of the OpenGL Architectural ReviewBoard (ARB). The ARB controls the definition of OpenGL throughcontrol of the specification by which an implementation may callitself 'OpenGL'. The specification is an English prose documentwith associated mathematics that define the semantics of the API. TheARB also governs a suite of conformance tests that serve as avalidation suite for an implementation.
The ARB was formed in 1992 andfunctions under a set of bylawsto revise and oversee the specification of the API.
OpenGL defines a state machine that controls the renderingpipeline. State machine attributes are modified through procedurecalls and vertices defining graphic primitives are specified to thepipeline through procedure calls.
Only the OpenGL 1.2 core is considered in this document, notextensions.
Microsoft's Direct3D
Microsoft's Direct3D is a COM based3D graphics API originating in a third-party 3D graphics API for x86architectures. Microsoft acquired the technology in 1996 and hasbeen offering the API as a component of its DirectX technology.Direct3D contains an immediate-mode interface and a strcturedhierarchical scene graph interface called retained mode. Only theimmediate-mode interface is considered in this document.
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Microsoft defines the Direct3D API through its COM interfaces, andthe semantics are defined by the the help files and sample codeaccompanying the software development kit provided by Microsoft.
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Direct3D first appeared in DirectX 3 with execute buffers as itsdisplay paradigm. All subsequent releases, beginning with DirectX 5(there was no DirectX 4), replaced execute buffers with a moretraditional graphics primitive display paradigm.
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Feature Comparison
OpenGL and Direct3D both expose a traditional graphics renderingpipeline. This basic pipeline design has been present since theearliest days of computer graphics and has been enhanced and extendedover the years as hardware has become more capable, but thefundamental paradigm has not changed.
Vertices are described to the pipeline as a bundle of dataconsisting of coordinates in space defining the vertex's location andassociated per-vertex data. A graphics primitive is described to thepipeline as an ordered set of vertices. How vertices are combinedinto various primitives -- generally points, lines and triangles -- isdefined by the particular API.
Rather than provide an exhaustive list of features where bothOpenGL and Direct3D provide the same feature, I will list thedifferences.Feature | OpenGL 1.2 Core | Direct3D 7 | Direct3D 8 |
---|---|---|---|
System Mechanics | |||
Operating System Support | Windows (9x, NT, 2000), MacOS, BeOS, *nix, others | Windows (9x, 2000, CE) [12] | Windows (9x, 2000) [12] |
API Definition Control | OpenGL ARB | Microsoft | Microsoft |
API Specification | OpenGL Specification [10] | SDK/DDK Documentation and DDK Reference | SDK Documentation |
API Mechanism | includes and libraries | COM | COM |
Software Emulation of Unaccelerated Features [4] | Yes | No | No [11] |
Extension Mechanism [5] | Yes | No | Yes |
Source Implementation Available [6] | Yes | Yes | No |
Modeling | |||
Fixed-Function Vertex Blending | No | Yes | Yes |
Programmable Vertex Blending | No | No | Yes |
Parametric Curve Primitives | Yes | No | Yes |
Parametric Surface Primitives | Yes | No | Yes |
Hierarchical Display Lists | Yes | No [8] | No [8] |
Rendering | |||
Two-sided Lighting | Yes | No [1] | No [1] |
Point Size Rendering Attributes [9] | Yes | No | Yes |
Line Width Rendering Attributes [9] | Yes | No | No |
Programmable Pixel Shading | No [14] | No | Yes |
Triadic Texture Blending Operations | No | No | Yes |
Cube Environment Mapping | No | Yes | Yes |
Volume Textures | Yes | No | Yes |
Multitexture Cascade | No [13] | Yes | Yes |
Texture Temporary Result Register | No | No | Yes |
Mirror Texture Addressing | No | Yes | Yes |
Texture 'Wrapping' | No | Yes | Yes |
Range-Based Fog | No | Yes | Yes |
Bump Mapping | No | Yes | Yes |
Modulate 2X Texture Blend | No | Yes | Yes |
Modulate 4X Texture Blend | No | Yes | Yes |
Add Signed Texture Blend | No | Yes | Yes |
Frame Buffer | |||
Hardware Independent Z Buffer Access | Yes | No [2] | No [2] |
Full-Screen Antialiasing | Yes | Yes | Yes |
Motion Blur | Yes | No | Yes |
Depth of Field | Yes | No | Yes |
Accumulation Buffers | Yes | No | No [7] |
Miscellaneous | |||
Picking Support | Yes | No [3] | No [3] |
Multiple Monitor Support | |||
No | Yes | Yes | |
Stereo Rendering | |||
Yes | Yes | No |
Notes:
- Two-sided lightingcan be emulated by an application that desirestwo-sided polygon surfaces. First, the application sets the pipelineto cull back facing polygons and draws the front side of all two-sidedpolygons. Next, the pipeline is set to cull front facing polygons andthe application draws the back side of all two-sided polygons.
- Access to the Z bufferis provided, but the values stored in the Zbuffer are hardware dependent.
- Pickingcan be done entirely in the application by traversing itsown data structures.
- OpenGL provides software emulationwhen hardware cannot accomodatethe requested feature to guarantee that a rendering feature willexist. Direct3D exposes extensive information about hardwarecapabilities and lets the application determine how to obtain therequested feature.
- OpenGL provides an extension mechanismfor an implementation to exposeadditional features not yet adopted by the ARB. Direct3D7 has oneimplementation with no extension mechanism. Direct3D8 has oneimplementation and provides support for pluggable software devices.
- An open sourcesample implementation of OpenGL is available.Microsoft's Windows 2000 DDK (driver development kit) contains thereference rasterizer for Direct3D 7.
- Multisampling is provided Direct3D8, but notas an accumulation buffer. This allows Direct3D8 to performfull-screen antialiasing, depth of field and motion blur effectswithout providing an accumulation buffer.
- Hierarchical display lists are not provided byDirect3D, but Direct3D does provide storage for polygon vertices andvertex indices to avoid data copying. These are flat array-likestorages consisting only of geometry data and no state changes. Statechanges may be aggregated into state blocks for efficient transmissionto the device. Neither state blocks, nor index buffers nor vertexbuffers are hierarchical.
- Point and line width attributes can beemulated by drawing textured triangles (for points) or quadrilaterals(for lines) when the size of the point or line is significant. Thisalso provides the application with more control over the exactrendering of these large points and thick lines. This additionalcontrol over rendering may be important for OpenGL applications eventhough OpenGL provides point and line rendering attributes.
- OpenGL's specification, while still being anEnglish prose specification, is more rigorously defined than Direct3D.
- Direct3D8 provides software emulation forvertex processing (blending, vertex shaders, fixed-function vertexprocessing, etc.), but not for pixel processing (pixel shaders,multitexturing, etc.).
- Windows NT 4 only supports DirectX 3.
- Multitexture cascade is provided in OpenGL1.2 through an ARB extension. While still an extension and not partof the official 1.2 core, it is expected to be widely implemented asit is a 'standard' extension and not a vendor extension.
- Programmable pixel shading is provided bysome vendors in OGL through the register combiner vendor extension.
In several aspects, a comparison between OpenGL and Direct3D issimilar to a comparison between OpenGLand PEX. Many of the same differences exist for Direct3D.
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