stupid question of the day.
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stupid question of the day.
Why doesnt blender use direct3d or directx instead of opengl?
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When Blender was developed there was no directX. Only green on black text for dos.
When Blender was ported from Irix to Intel there was no directX, only some OPEN gl format.
When Blender was ported from Linux to Windows there still was no direct3d. DirectX was a thing Microsoft tought might be a good idea after OpenGL became a succes.
When Blender was ported from Irix to Intel there was no directX, only some OPEN gl format.
When Blender was ported from Linux to Windows there still was no direct3d. DirectX was a thing Microsoft tought might be a good idea after OpenGL became a succes.
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If you program it then yes. So I guess it's no.thebestkeptone wrote:is there ever going to be a windows only version of blender that uses directx?
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err, what functionality has such differences?
whether you e.g. put textures to the cards memory using direct3d or opengl, it does not change the fact that for large textures you need to have enough memory.
i know there are all kinds of cool things for games in direct3d, but is there something with dealing with display list like things or something that would make a difference for e.g. the speed of mesh editmode in blender?
btw e.g. ogre supports both opengl and direct3d, but that is pretty natural as it is a gfx engine targeted for games
~Toni
whether you e.g. put textures to the cards memory using direct3d or opengl, it does not change the fact that for large textures you need to have enough memory.
i know there are all kinds of cool things for games in direct3d, but is there something with dealing with display list like things or something that would make a difference for e.g. the speed of mesh editmode in blender?
btw e.g. ogre supports both opengl and direct3d, but that is pretty natural as it is a gfx engine targeted for games
~Toni
Only in the kitchen.erwin wrote:When Microsoft developed dos there was no Blender.
But you are right, a horse has four legs, but not everything with 4 legs is a horse.
That is not the true. You don't need a gfx card to run openGl programs.erwin wrote:because you have to have a savvy opengl card to run opengl programs, while with directx your video card doesnt have to be that great.
Maybe with blender 3.0 the drawing and the logic/workflow can be split more, so it would be easier to get any drawing engine into place.
As for the game-engine... Well Erwin? How hard would it be to port that to directX? I bet you can do it in a day! Can you remember why the player was made in OpenGl? Was that for the Linux Netscape web-plugin? Or was that a must from Ton?
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from the opengl official website...
Q. Do I need an OpenGL-savvy graphics card to run my 3D game?
A. The short answer is yes. Almost all of today's high-powered, effects-filled games require that you use an OpenGL-savvy graphics card and almost all modern graphics cards support OpenGL. Some games may run in software only mode, but only very very slowly. Many games will simply not run without an OpenGL 3D graphics card.
Q. Do I need an OpenGL-savvy graphics card to run my 3D game?
A. The short answer is yes. Almost all of today's high-powered, effects-filled games require that you use an OpenGL-savvy graphics card and almost all modern graphics cards support OpenGL. Some games may run in software only mode, but only very very slowly. Many games will simply not run without an OpenGL 3D graphics card.
THe SGI workstations that Blender was originally developed on used IrisGL and later OpenGL. The first versions of Direct X were horrible though now apparently it's much improved to program with. It's still a bad joke for 3D/CAD/CAM software though.joeri wrote:Only in the kitchen.erwin wrote:When Microsoft developed dos there was no Blender.
But you are right, a horse has four legs, but not everything with 4 legs is a horse.
That is not the true. You don't need a gfx card to run openGl programs.erwin wrote:because you have to have a savvy opengl card to run opengl programs, while with directx your video card doesnt have to be that great.
Maybe with blender 3.0 the drawing and the logic/workflow can be split more, so it would be easier to get any drawing engine into place.
As for the game-engine... Well Erwin? How hard would it be to port that to directX? I bet you can do it in a day! Can you remember why the player was made in OpenGl? Was that for the Linux Netscape web-plugin? Or was that a must from Ton?
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It always makes me laugh when people compare OpenGL and DirectX directly. OpenGL does graphics, while DirectX does sound, inputs, graphics, and more. To assemble a feature set you have to add libraries like SDL.
OpenGL and Direct3D are equivalents, but Direct3D has the great disadvantage of being MS-WIN only. I think it's a good enough reason to keep Blender away of this.
OpenGL and Direct3D are equivalents, but Direct3D has the great disadvantage of being MS-WIN only. I think it's a good enough reason to keep Blender away of this.