| hhhhh November 18, 2004, 01:58 PM |
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Hi guys
As part of a senior project I will make a 3D game engine. I'm familiar with computer graphics theory and I know the fundamentals of OpenGL (I'm also a C++ decent programmer).
I intend to make my engine so that I can use either Direct3D or OpenGL for the rendering (the programmer or the user can select that at runtime, or something like that). I'll make some classes or libraries that will be responsible for the rendering using the selected API so that I don't have the functions calls to Direct3D or OpenGL all over the place.
My question is the following: what API should I use for my first implementation? Or in other words, what is easier, to convert code using OpenGL to Direct3D or viceversa? I heard from a friend that writing something in OpenGL and then porting it to DirectX was easier than the other way around. I would like to hear what you guys think.
Note that what I'm asking has nothing to do with the Direct3D vs OpenGL flame war(which one is better, faster, easier, smellier or meaner). From what I've heard and seen they're both awesome(just consider Unreal Engine 3 and Halo 2 for DirectX and the Doom III and Half-Life 2 engines for OpenGL). I'd appreciate if the answers I get are as unbiased and practical as possible.
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