Use these reference topics to look up API mapping and short code samples when porting from OpenGL ES 2.0 to Direct3D 11. How to: port a simple OpenGL ES 2.0 renderer to Direct3D 11.1įor this porting exercise, we'll start with the basics: bringing a simple renderer for a spinning, vertex-shaded cube from OpenGL ES 2.0 into Direct3D, such that it matches the DirectX 11 App (Universal Windows) template from Visual Studio 2015. The topics in this section help you plan your port strategy and the API changes that you must make when moving your graphics processing to Direct3D. When starting the process of porting your graphics architecture from OpenGL ES 2.0 to Direct3D for the first time, familiarize yourself with the key differences between the APIs. For more information about ANGLE, go to the ANGLE for Microsoft Store Wiki. ANGLE allows you to run OpenGL ES content on Windows by translating OpenGL ES API calls to DirectX 11 API calls. The OpenGL download Windows 10 is free of cost and evolves continuously. You can use this kind of optimization for vertex and texture coordinates. But always you use the same shader to draw sprites, so you can avoid to set it every time. Probably you set shader program for each sprite. Note An intermediate step to porting your OpenGL ES 2.0 project is to use ANGLE for Microsoft Store. Moreover, apps based on this API run perfectly well on all systems, including supercomputers, so scalability is not a problem. To improve performance, you have to avoid redundant code. Includes articles, overviews, and walkthroughs for porting an OpenGL ES 2.0 graphics pipeline to a Direct3D 11 and the Windows Runtime.
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