what really should be done is a port/implementation of dx11 in open source. if someone chose to compete with microsoft, they could. as apis become more general im sure the pace of new apis: will slow down, but that's not a indicator that pc gaming is dying (un informed people have claimed that the pc is dead since the ps1)Īs for the windows/other platforms discussion, it is not the fault of microsoft that there is no viable alternative on other platforms.
So I will be making the assumption that the reader. The example uses several shaders required when doing tessellation using OpenGL: a vertex shader. dx 11 also allows for hardware voxel rendering /raymarching thru compute shaders and alot of other stuff. In order to fully understand this post, it is necessary that you understand the following topics: Basic usage of Tessellation Shaders. The example is implemented in Clojure but could be easily ported to C if you prefer. So the center of the lower-left pixel is (0.5, 0.5). OpenGL window space is defined such that pixel centers are on half-integer boundaries. doing away with fixed functions is also great For example, if this TES uses isolines, only glTessLevelOuter0 and glTessLevelOuter1. The sample shader code will user OpenGL 4.1 for cross-platform compatibility between OS X, Windows, and Linux.
Using OpenGL 3.3 or earlier will result in errors. dx10 is alot more strict in terms of what the drivers should do and thats good. The Tessellation Shaders to be discussed are only available starting in OpenGL 4.0. Dx 10 may not appear major but for devs its actually is.