Not sure here but don't all major engines already support OpenGL ootb ? Basically any engine thats runs on PS3/PS4 does like UnrealEngine, Cryengine, idTech, Unity and most indie/open source engines are OpenGL anyway. All engines that target Android/iOS are OpenGL too. Even for things like XNA which was Xbox/DirectX only there is MonoGame to port it to *nix platforms easily.
So if you have rolled your own DirectX-only engine this is awesome of course, but do people really do that?
> Basically any engine thats runs on PS3/PS4 does like UnrealEngine, Cryengine, idTech, Unity and most indie/open source engines are OpenGL anyway
That's completely wrong. PS3 never used OpenGL and PS4 doesn't do either.
Unreal while having somewhat working Mac port is usually ported via Cedega and not the Mac version which is largely unmaintained. The Linux port of Unreal was never merged back either. Presently there is no reasonable OpenGL renderer. CryEngine also does not use OpenGL.
> Almost nothing uses GLES, though. All engines have libgcm renderers.
Very true. The performance impact of both Direct3D and OpenGL is actually huge, so it is best to avoid it when you can using lower level interfaces that speak directly to the GPU.
Quote from Wikipedia
>> The current release is Unreal Engine 3, designed for Microsoft's DirectX 9 (for Windows and Xbox 360), DirectX 10 (for Windows Vista) and DirectX 11 (for Windows 7, Windows RT and later); OpenGL (for OS X, Linux, PlayStation 3, Wii U, PlayStation Vita, iOS, Android); Stage 3D (for Adobe Flash Player 11 and later); and JavaScript/WebGL (for HTML5). <<
You are right that CryEngine doesn't use OpenGL it seems, but at least they are pretty close with PSGL and they also seem to be working on Linux support.
It was probably born out of the fact that this is the truth for PC gaming, where Microsoft uses DirectX and "all" the other platforms use OpenGL.
For a long time, console game development was obscure and unaccessible (and to a large extent, this is still the case), so aspiring game developers had somewhat of a tunnel vision when it came to game platforms.
I just wrote DOS as I always abbreviated MS-DOS as DOS.
DR-DOS actually came with the first PC I bought and it was for all effects a MS-DOS clone, hence a DOS clone, like PC-DOS from IBM and a few others on those days.
> DR-DOS actually came with the first PC I bought and it was for all effects a MS-DOS clone, hence a DOS clone, like PC-DOS from IBM and a few others on those days.
Under this argumentation GNU/Linux or even OS X is a UNIX clone and both should be abbreviated to UNIX (or UN*X to avoid trademark violations ;-) ). Indeed both originate from UNIX clones - but then new features were added that made them better than the original in a sense. The same happened to DR-DOS. Read DR-DOS' wikipedia article to read about features that DR-DOS added over Microsoft's original.
I said large scale, not very many people had the accelerators required to use these APIs. Glide is perhaps the first real example to hit a scale that mattered.
yeah, the one time i tried to use psgl as a time saver it was a lesson in how broken, unmaintained and poorly documented it was...
i'm pretty sure it would have worked at some point because the docs indicated that it had. however - writing a gl like layer over the top of the rsx stuff is not a particular challenge - the functionality maps extremely well.
Not DirectX only per se but DirectX first and OpenGL later.
I think a lot of games featured in Humble Bundles used to be that way. A lot of games used to be (and some still are) initially only released on Windows with Mac/Linux ports released later.
I have rolled several of my own DirectX-only engines, so I'm guessing that no, most people probably do not.
I always wrote them so that all DirectX and Windows specific code was abstracted behind platform-agnostic generic interfaces. So, in theory, OpenGL support would be as simple as coding an OpenGL implementation of my generic graphics API. Probably a day or two's work, but I haven't had a compelling reason to do the OpenGL implementation yet.
So if you have rolled your own DirectX-only engine this is awesome of course, but do people really do that?