Direct3D vs. OpenGL: A Comparison
Summary
This page is an informal attempt to summarize the main differences
between SGI's OpenGL and Microsoft's Direct3D. First, each API is
summarized in an attempt to bring a balanced presentation of the two
APIs. Then a feature comparison is made between the capabilities of
OpenGL and Direct3D.
Unless otherwise noted, "OpenGL" refers to the OpenGL 1.2 core with
no extensions and "Direct3D" refers to Direct3D8, the Direct3D
interface in DirectX 8. When a difference between Direct3D7 and
Direct3D8 is noteworthy, version numbers are given.
Intended Audience
This document assumes that the reader is familiar with the
architecture of a traditional 3D graphics pipeline as commonly used
with scanline rendering techniques. For more information on such
architectures, the reader is encouraged to consult a 3D graphics text
such as "3D Computer
Graphics" by Alan Watt and Mark Watt. This is only one book of
many 3D graphics books, the interested reader is encouraged to browse a
good technical bookstore and find one that speaks to them most
effectively.
SGI's OpenGL
SGI's OpenGL is a procedural 3D graphics API, the successor to Iris
GL which originated in the unix workstation market. Iris GL is the
graphics API used on a succession of 3D graphics workstations designed
and built by Silicon Graphics, Inc.
"OpenGL" is a trademark of the OpenGL Architectural Review
Board (ARB). The ARB controls the definition of OpenGL through
control of the specification by which an implementation may call
itself "OpenGL". The specification is an English prose document
with associated mathematics that define the semantics of the API. The
ARB also governs a suite of conformance tests that serve as a
validation suite for an implementation.
The ARB was formed in 1992 and
functions under a set of bylaws
to revise and oversee the specification of the API.
OpenGL defines a state machine that controls the rendering
pipeline. State machine attributes are modified through procedure
calls and vertices defining graphic primitives are specified to the
pipeline through procedure calls.
Only the OpenGL 1.2 core is considered in this document, not
extensions.
Microsoft's Direct3D
Microsoft's Direct3D is a COM based
3D graphics API originating in a third-party 3D graphics API for x86
architectures. Microsoft acquired the technology in 1996 and has
been offering the API as a component of its DirectX technology.
Direct3D contains an immediate-mode interface and a strctured
hierarchical scene graph interface called retained mode. Only the
immediate-mode interface is considered in this document.
Microsoft defines the Direct3D API through its COM interfaces, and
the semantics are defined by the the help files and sample code
accompanying the software development kit provided by Microsoft.
Direct3D first appeared in DirectX 3 with execute buffers as its
display paradigm. All subsequent releases, beginning with DirectX 5
(there was no DirectX 4), replaced execute buffers with a more
traditional graphics primitive display paradigm.
Feature Comparison
OpenGL and Direct3D both expose a traditional graphics rendering
pipeline. This basic pipeline design has been present since the
earliest days of computer graphics and has been enhanced and extended
over the years as hardware has become more capable, but the
fundamental paradigm has not changed.
Vertices are described to the pipeline as a bundle of data
consisting of coordinates in space defining the vertex's location and
associated per-vertex data. A graphics primitive is described to the
pipeline as an ordered set of vertices. How vertices are combined
into various primitives -- generally points, lines and triangles -- is
defined by the particular API.
Rather than provide an exhaustive list of features where both
OpenGL and Direct3D provide the same feature, I will list the
differences.
Feature | OpenGL 1.2 Core |
Direct3D 7 | Direct3D 8 |
System Mechanics |
Operating System Support |
Windows (9x, NT, 2000), MacOS, BeOS, *nix, others |
Windows (9x, 2000, CE) [12] |
Windows (9x, 2000) [12] |
API Definition Control |
OpenGL ARB | Microsoft | Microsoft |
API Specification |
OpenGL Specification [10] |
SDK/DDK Documentation and DDK Reference |
SDK Documentation |
API Mechanism |
includes and libraries | COM | COM |
Software Emulation of Unaccelerated Features [4] |
Yes | No | No [11] |
Extension Mechanism [5] |
Yes | No | Yes |
Source Implementation Available [6] |
Yes | Yes | No |
Modeling |
Fixed-Function Vertex Blending |
No | Yes | Yes |
Programmable Vertex Blending |
No | No | Yes |
Parametric Curve Primitives |
Yes | No | Yes |
Parametric Surface Primitives |
Yes | No | Yes |
Hierarchical Display Lists |
Yes | No [8] |
No [8] |
Rendering |
Two-sided Lighting | Yes | No [1] | No [1] |
Point Size Rendering Attributes [9] |
Yes | No | Yes |
Line Width Rendering Attributes [9] |
Yes | No | No |
Programmable Pixel Shading | No [14] | No | Yes |
Triadic Texture Blending Operations |
No | No | Yes |
Cube Environment Mapping | No | Yes | Yes |
Volume Textures | Yes | No | Yes |
Multitexture Cascade | No [13] | Yes | Yes |
Texture Temporary Result Register |
No | No | Yes |
Mirror Texture Addressing |
No | Yes | Yes |
Texture "Wrapping" |
No | Yes | Yes |
Range-Based Fog | No | Yes | Yes |
Bump Mapping | No | Yes | Yes |
Modulate 2X Texture Blend |
No | Yes | Yes |
Modulate 4X Texture Blend |
No | Yes | Yes |
Add Signed Texture Blend |
No | Yes | Yes |
Frame Buffer |
Hardware Independent Z Buffer Access |
Yes | No [2] | No [2] |
Full-Screen Antialiasing | Yes | Yes | Yes |
Motion Blur | Yes | No | Yes |
Depth of Field | Yes | No | Yes |
Accumulation Buffers |
Yes | No | No [7] |
Miscellaneous |
Picking Support |
Yes | No [3] |
No [3] |
Multiple Monitor Support |
No | Yes | Yes |
Stereo Rendering |
Yes | Yes | No |
Notes:
- Two-sided lighting
can be emulated by an application that desires
two-sided polygon surfaces. First, the application sets the pipeline
to cull back facing polygons and draws the front side of all two-sided
polygons. Next, the pipeline is set to cull front facing polygons and
the application draws the back side of all two-sided polygons.
- Access to the Z buffer
is provided, but the values stored in the Z
buffer are hardware dependent.
- Picking
can be done entirely in the application by traversing its
own data structures.
- OpenGL provides software emulation
when hardware cannot accomodate
the requested feature to guarantee that a rendering feature will
exist. Direct3D exposes extensive information about hardware
capabilities and lets the application determine how to obtain the
requested feature.
- OpenGL provides an extension mechanism
for an implementation to expose
additional features not yet adopted by the ARB. Direct3D7 has one
implementation with no extension mechanism. Direct3D8 has one
implementation and provides support for pluggable software devices.
- An open source
sample implementation of OpenGL is available.
Microsoft's Windows 2000 DDK (driver development kit) contains the
reference rasterizer for Direct3D 7.
- Multisampling is provided Direct3D8, but not
as an accumulation buffer. This allows Direct3D8 to perform
full-screen antialiasing, depth of field and motion blur effects
without providing an accumulation buffer.
- Hierarchical display lists are not provided by
Direct3D, but Direct3D does provide storage for polygon vertices and
vertex indices to avoid data copying. These are flat array-like
storages consisting only of geometry data and no state changes. State
changes may be aggregated into state blocks for efficient transmission
to the device. Neither state blocks, nor index buffers nor vertex
buffers are hierarchical.
- Point and line width attributes can be
emulated by drawing textured triangles (for points) or quadrilaterals
(for lines) when the size of the point or line is significant. This
also provides the application with more control over the exact
rendering of these large points and thick lines. This additional
control over rendering may be important for OpenGL applications even
though OpenGL provides point and line rendering attributes.
- OpenGL's specification, while still being an
English prose specification, is more rigorously defined than Direct3D.
- Direct3D8 provides software emulation for
vertex processing (blending, vertex shaders, fixed-function vertex
processing, etc.), but not for pixel processing (pixel shaders,
multitexturing, etc.).
- Windows NT 4 only supports DirectX 3.
- Multitexture cascade is provided in OpenGL
1.2 through an ARB extension. While still an extension and not part
of the official 1.2 core, it is expected to be widely implemented as
it is a "standard" extension and not a vendor extension.
- Programmable pixel shading is provided by
some vendors in OGL through the register combiner vendor extension.
In several aspects, a comparison between OpenGL and Direct3D is
similar to a comparison between OpenGL
and PEX. Many of the same differences exist for Direct3D.
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