![]() ![]() The point is that the world of consumer-grade graphics acceleration sort of grew up around OpenGL, and over time it adapted to give us programmers a way to talk to all that fancy graphics hardware. ![]() ![]() I don’t know enough about that hardware to know how OpenGL worked at the time, so let’s just ignore all of that stuff while I make broad, hand-wavy gestures. There were industrial-grade cards in 1991, used by render farms and CAD stations. At least, it pre-dates cards as we understand them today. Things are a little different in console world. Everything else – Unreal Engine, Unity, or any other game Engine – has to go through either DirectX or OpenGL if it wants to make some graphics Assuming you’re working on a desktop computer. So it’s been years since the last time I saw a software-rendered game. This will – no exaggeration – be thousands of times slower. If you want to render some polygons, you have to use either Direct X or OpenGL Well, a third option would be to render WITHOUT using the graphics card. When it comes to talking to your graphics card, OpenGL is one of only two ways to get the job done. It’ll be easy and maybe even fun I’ve found that people’s definitions of “fun” are surprisingly flexible!. I’ll even sprinkle some screenshots of my most recent OpenGL project through the article to break up the scary walls of text. Don’t hit the back button yet! Let’s talk about OpenGL in a way that non-coders can hopefully follow. ![]()
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