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You are right. OpenGL works everywhere.

But you have to be careful: my amateur OpenGL 3d game had problems running on half of computers, especially laptops. It's because various cards support different opengl extensions. You can't use non-power-of-two textures, can't use textures bigger than 512x512 (or other number), can't generate mipmaps automatically, can't have too big display lists.

I thought about optional DirectX renderer when running on Windows, because I've heard it's more standarized.



The non power of two issue is not a problem. Just load the texture in with padding to get it to the next power and put a texture region in that doesn't have the padding.

OpenGL is an awesome platform for those who want system portability IE minecraft, or any other indie developer who wants maximum exposure.


But now you know about those limitations :-)




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