speeder wrote:
Just my toughts: DirectX, works only on Windows, OpenGL works everywhere (really, even PDA and Cellphones), so DirectX is not needed, it will not make the market larger...
You left out the XBox, which is a pretty large market for anyone with a C++ devkit for it. But aside from that, D3D does offer much better fallback and feature detection than OpenGL, which may well make sense for Windows only development.
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On the other side, supporting DirectX, means having to create code for several drivers when you want to implement something new, that means slow advancement, and bloat, also it will be REALLY annoying for people that does not want to have DirectX on windows (I needed to download DirectX SDK and plataform SDK to compile any API that used DirectX 9, and I dropped all those APIs after I decided that it was not worth the cost of disk space and download time).
I think that the general idea is to make the choice between OpenGL and D3D a compile-time choice, so that you can completely disable DirectX support (and you wont even need the DX SDK), if you want to stick with OpenGL.
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And also, to content creation supporting both DirectX and OpenGL is annoying unless you annoy the engine coders with several conversion functions, that in the end will generate overhead for one side or the other, because of all that diffrent shader languages, diffrent coordinate systems, diffrent way to work with several things...
You will probably not want to work with both in parallel if you can help it, given the need for separate shaders, and separate optimisation paths (instancing needed for D3D, etc.), but most of the rest can be handled internally with little impact on the programmer.
If it can be disabled completely, I don't see any problem in having the renderer there.