I want to install some libraries, namely MonoGame, on my Windows10 computer. There appear to be a WindowsDX and WindowsGL (or DesktopGL). What is the basic difference between references to WindowsDX and GL. Thanks.
I assume WindowsGL refers to the Windows implementation of OpenGL. OpenGL is an open, industry standard library and interface for using/programming graphics hardware.
WindowsDX probably refers to Windows DirectX. DirectX is a suite of libraries for multimedia programming in general, including D3D for interfacing with graphics hardware, in particular.
The capabilities are comparable, but the interfaces differ.
Windows supports both, with OpenGL possibly being handled by translating commands into their DirectX equivalents at some level of the driver stack. I don't think any non-Windows platforms support DirectX.
Basically I have a windows system that does not have a graphics card, and I am trying to execute a .jar file in cmd, which gives the following output:
Microsoft Windows [Version 6.1.7601]
Copyright (c) 2009 Microsoft Corporation. All rights reserved.
C:\shattered>java -jar test.jar
Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: OpenGL is not supported by the video driver.
I am only somewhat tech literate but the takeaway I got from that was that I needed to get OpenGl. So I did some research and found a few mentions of OpenGl software mode or something but I have no idea of how to go about doing so. Any help would be greatly appreciated, cheers!
And before it is mentioned, I have tried updating the video driver.
First on the "what":
OpenGL is a application programming interface (API) between the graphics facilities of the operating system (which in broad term covers everything between putting windows to the screen down to placing single pixels) and individual programs. The main purpose of OpenGL is providing access to accelerated graphics infrastructure optimized for rasterizing graphics primitives most suitable for 3D image generation.
Now to the "how":
The typical OpenGL implementation ships as part of the drivers of 3D graphics accelerator processors (GPUs). However since (a very old) version of OpenGL, namely OpenGL-1.1, has been specified as part of the Win32 API every version of Windows since Windows 95B and Windows NT-4 includes a fallback software implementation that can be used in case no accelerated OpenGL version is available. However if any version beyond OpenGL-1.1 is required this fallback does not provide it.
However you can substitute the standard OpenGL interface with an advanced software rasterizer implementation: The Mesa project provides a version of their software rasterizer that provides even modern core profile OpenGL. The usual recommendation is to place these substitute opengl32.dll besides the .exe file of the program that requires it; in fact on modern Windows systems with system file protection it's actually impossible to replace the original DLLs without jumping a few hoops. The MSys2 project offers prebuilt versions of substitute DLLs.
Current (as of writing this):
64 Bit version: https://sourceforge.net/projects/msys2/files/REPOS/MINGW/x86_64/mingw-w64-x86_64-mesa-17.0.0-1-any.pkg.tar.xz/download
32 Bit version: https://sourceforge.net/projects/msys2/files/REPOS/MINGW/i686/mingw-w64-i686-mesa-17.0.0-1-any.pkg.tar.xz/download
XZ archives can be unpacked with 7-zip.
Default VGA/VESA driver is also used for gfx card without propper driver. Such cards usually emulate EGA/VGA/VESA until initialized so windows default driver works for them.
So during boot freeze the screen and look at the PID/VID table of installed devices. from that numbers you can detect which gfx card you really have and look for drivers.
In rare case you really got just EGA/VGA/VESA (which I doubt) in the old MS-DOS times there were OpenGL software drivers even for those. What you need is find OpebGL DLL for your platform like (opengl32.dll) and place it either directly to your executable or into known path like system32 ... In such case you should get at least OpenGL 1.0 support in SW rendering mode
btw if my memory serves well in the old times of win3.11 and win9x this OpenGL32.dll was a part of windows instalation and we got the OpenGL screen savers running on VESA cards natively.
Closed. This question is opinion-based. It is not currently accepting answers.
Want to improve this question? Update the question so it can be answered with facts and citations by editing this post.
Closed 6 years ago.
Improve this question
If you open the page "Graphics and Gaming (Windows)" on microsoft.com
the last category is described as
Legacy Graphics: Technologies that are obsolete and should not be used in new
applications.
This category includes (among others) the following APIs:
GDI
GDI+
OpenGL
What's your opinion? If i want to roll out a new software today it must support Windows XP (still about 50% of all installed systems). Direct2D requires Windows 7/Vista. What else should be used?
I suspect that Microsoft's definition of "legacy" has little to do with what any sensible developer should do, and is instead based on some Grand Rewrite of the Windows API.
Starting at around Windows Vista, Microsoft has been redesigning many of their API's. We now have MMDevAPI as the One True Sound API, WIC is the One True Image File API, etc. From what I've seen/heard, these new API's are much better than the old ones, and the "legacy" systems all work based on the new ones. In Windows Vista and later, DirectSound is entirely based on MMDevAPI, and components that need to read image files do it via WIC.
Windows 8 will have an ARM version, which it appears will support only a subset of the current Windows API. We won't know for sure until Windows on ARM is released, but, based on the libraries included for the ARM platform in Visual Studio 11 (ref: http://www.winehq.org/pipermail/wine-devel/2012-March/094559.html), it's looking like GDI+ and OpenGL will not be available. GDI is available for linking, but that doesn't necessarily mean it's intact.
This new API's from Vista and later roughly correspond to the libraries in the VS11 ARM target. I'm guessing that anything on that list is there because it's either the latest and greatest way to do what it does, or it's too technically important to discard (for now). Thus, "legacy" is anything that's not the latest and greatest way to do at least one thing.
I'm not sure what is the One True Graphics API. Already we have Direct2D, Direct3D, DirectComposition (which, by the way, is not available until Windows 8), DirectWrite, and DXGI. DXGI seems the closest, but I don't have a deep enough understanding of the graphics API's to say. I suspect gdi32 is technically very difficult to get rid of. How are non-legacy applications meant to find out when part of a window has been revealed and therefore must be painted, without using WM_PAINT, which involves an HDC, and how could a library do that on an application's behalf without replacing its window procedure? How are we meant to make semi-transparent windows without using UpdateLayeredWindow, which takes an HDC? How much does user32 depend on gdi32, and can they really be separated?
From a technical standpoint, Windows can easily get rid of GDI+ and OpenGL, but I'm not convinced that getting rid of OpenGL will work out, even on a new platform that doesn't promise any backward compatibility. It seems too valuable to developers. GDI+ isn't so important, but it's very easy for a third party to provide a replacement.
I would say use any of the API's you listed, and the worst that's likely to happen is that you have to rewrite your UI if you want to port your app to metro or Windows on ARM. GDI is a fine choice if your needs are simple and you'll be coding directly for the Windows API. There aren't many situations where I'd recommend GDI+ over OpenGL as a drawing API. GDI+ is slow, limited, and only available on Windows. The GDI+ API is simpler because it's 2D, so maybe it's worthwhile if you need to do something very simple but with anti-aliasing.
OpenGL isn't deprecated, Microsoft's implementation of it is. Microsoft's implementation is stuck at version 1.1, which is old. The current version of the standard is past version 4. If you want to use OpenGL, it is fully supported by NVidia, ATI, and Intel graphics cards on the Windows desktop, but not in Metro Windows Modern UI apps, is an industry standard, and also works on Mac and Linux. If you need a software fallback implementation, Mesa has got you covered, and it even works on DOS. (Since Mesa can render into memory buffers, there's no reason it won't work in Modern UI apps, but you probably don't want to do this because it can be slow.) One thing of note is that WGL, the API for accessing OpenGL functionality on the Windows desktop, depends on GDI (which is deprecated) so you probably want to use something like FreeGLUT or SDL instead if you want to future-proof your application, which also nets you platform independence.
OpenGL ES is a variant of OpenGL which works on Android and Apple iOS. It is also accessible in JavaScript via WebGL, which Internet Explorer 11 will support (and pretty much every other browser already does.) ANGLE provides a hardware-accelerated implementation of GLES for Windows which piggybacks off of DirectX (version 9 or 11) and thus should work in Modern UI apps as well. Once again, Mesa's got the software implementation covered.
TL;DR: OpenGL is not only not deprecated, it is cross-platform, standard, and has tremendous momentum in the industry. GDI and GDI+, well, not so much.
If you want to support Windows XP, then you're supporting a "legacy" operating system, and as such, using a "legacy" graphics framework is the logical choice.
Even if that weren't true, let's just say that I disagree with the advice given by the linked MSDN article. The "legacy" status here has more to do with which technology the Windows team thinks is cool this week. The status designation of "obsolete" just means that the group responsible is no longer accepting or fulfilling bug reports (except for critical security issues). Not too big of a deal—these technologies have been around long enough that they're fairly feature-complete and stable.
GDI isn't going anywhere, so if you need something rock-solid that is guaranteed to be supported anywhere and everywhere, that's what I would go with.
If you need a bit more 2D capabilities than GDI offers (e.g., alpha channel transparency), then you could consider using GDI+. It's nearly an order of magnitude slower than GDI, but that's not too big of an issue on modern machines with more power than you could ever want. This, too, is going to be supported for a very long time to come.
That said, if I were writing a new app today, I probably wouldn't bother with OpenGL. There's very little that it offers in benefits over Direct2D and DirectWrite, which are both what Microsoft is pushing as the replacements for GDI/GDI+. There might be some benefit to using OpenGL if you absolutely must target Windows XP because as far as I can tell, Direct2D/DirectWrite are only supported on Vista and later, but that's because (as I mentioned originally), Windows XP falls squarely into the "legacy" or "obsolete" camp itself. Alternatively, if you already know OpenGL well and don't have time or the desire to learn Direct2D/DirectWrite, then it might make sense to continue using it in a new application.
Don't let the verbiage of the MSDN article scare you. Choose whatever technology makes the most sense for your specific use case given all of the available information. By the time any of these technologies go away completely, you'll have to re-write the app completely for a dozen other reasons.
Edit: Hmm, it looks like DirectWrite has also been declared (by some people at least) "obsolete" as well, having been replaced by Direct2D. That's funny, it hasn't even been around long enough for me to bother learning it. I guess that only goes to support my earlier argument that "obsolete" simply designates that a particular technology is not what is currently considered to be in vogue by the Microsoft devs.
I'm personally waiting until all the bugs get worked out of this stuff (and we decide on a semi-permanent standard) before I make the switch for any of my applications. Everything I've seen written in DirectDraw or Direct2D has had serious rendering bugs and is a performance nightmare, even on reasonably competent machines. Sure, they only show up sometimes, under the right conditions, but that's too much for me. And I swear, the blurry text shows up all the time. Not being able to read what's on screen is a deal-killer for me and my users. GDI doesn't have this problem, and it's not going anywhere.
Are GDI, GDI+ and OpenGL really obsolete/deprecated?
This is not true for OpenGL. OpenGL 4 allows you to use geometry shaders on winxp. Which isn't possible with DirectX (DirectX 10 and up isn't supported on WInXP). It is also one of the only cross-platform 3D APIs out there.
From a business point of view MS is interested in promoting DirectX since it is their technology that lock Developer into windows platform (they're also interested in making DirectX more attractive for developer, but that's another story). So it makes sense that they aren't keen on promoting OpenGL.
What else should be used?
I'd advise to stop using platform-specific tecnologies when possible. Grab cross-platform framework and use it for your application. There's Qt, GTK, wxWidgets and other toolkits for GUI apps, and SDL(and alternatives) for games. This way when platform developer decide to make ridiculous decision (like not supporting DX10 on WinXP) you dislike, you'll be able to move elsewhere with minimum development cost. Qt is also ridiculously powerful and at the moment I have no reason to use something else for GUI development. Still, situation can change in the future.
In short, while developing for certain platform you should keep in mind that platform developer might have their goals that are not compatible with your wishes. Discovering that your source has become locked into single platform isn't very pleasant experience. Your own goals should be the first priority, and if os developer tries to make you use certain technology you don't like, then you shouldn't support that technology.
Because OpenGL is a standard, it should be considered equally deprecated as C or C++ so it is a matter of time before the entire Windows API -- which today has become a compile once run on every x86 machine API thanks to Wine -- is considered deprecated in favour of .NET and C#.
I use GDI for simple graphics and OpenGL, when I need accelerated 3d.
Another aspect is that Microsoft's build-in implementation of OpenGL is definitely to be considered as deprecated since it is just version 1.1 or something, but that has been for a long time.
Yeah, about OpenGL, it actually outperforms DirectX in many ways both resource and display wise. It will never be promoted by Microsoft because it can't own OpenGL, not to mention most people don't do their research and Microsoft can claim it is old. Truth is opengl is opensource standard and evolves at a much faster rate than closed does because it is more than 1 room of developers paid to work on it. Also Microsoft has contracts with many companies to release using only Microsoft's software, this causes more business for Microsoft and less to use the more advanced OpenGL standard. It is a interesting lock up if you will, Microsoft creates these contracts so that many programs are written in DirectX to keep business for Microsoft, and no company will refuse it because Microsoft has about 80%+ home user market.
I want to make a 2D desktop GUI application with DirectX but I don't know which version to use. I initially tried Direct2D but it never really gained popularity, thus there isn't a lot of community support or documentation for it compared to the rest of DirectX, so it's not an option.
So I have three options:
DirectX 9.0c
DirectX 10
DirectX 11 (not 11.1, I'm not getting Windows 8)
A knowledgeable friend of mine strongly encouraged DirectX 9.0c saying that's all I need, but I am wary of using an 8-year old platform. Microsoft is pretty much the zenith of legacy support but I think that they must have a limit. I have no idea of the difference between DX10 and DX11.
Keep in mind that I'm very much a novice programmer so this is mostly a learning project.
Any advice is appreciated!
Edit: I'd also appreciate advice on any significant differences in functionality or programming paradigms between the versions.
What version of DirectX should I use to make a 2D desktop GUI application?
DirectX 9, because you'll get more users.
A knowledgeable friend of mine strongly encouraged DirectX 9.0c saying that's all I need, but I am wary of using an 8-year old platform.
Many DirectX 7 and DirectX 5 games still work just fine, not to mention titles that use DirectDraw. So there's no problem with 8-year old platform. Using newer (than 9) version might not even benefit you, so blindly going for higher version number isn't a good idea.
Depending on your circumstances you could also consider using OpenGL but that choice makes sense only if your app has to be cross-platform. If you know that application will be windows-only, then choosing DirectX 9 makes sense.
Microsoft's primary commitment is to its Windows customers. Who still run 15 years old games that use whatever DirectX version was in use back then. IDirectDraw is alive and well. Clearly you'll benefit from that as a developer secondarily. And sure, DX 9 is most widely supported by hardware so that's an excellent choice. Consider something higher if your game performs poorly on old hardware, the DX version is an automatic selector.
Are you writing this for work, or for fun?
If it's for work, then you have to go by the minimum system requirements that someone in business or marketing has defined. If your minimum OS can be Win7 or Vista SP2 w/ Platform Update, then Direct2D is a viable option. Otherwise, DX9 is the way you have to go.
If it's for fun on your own personal time, then do whatever you think will be the most fun :) Direct2D will certainly be MUCH easier to work with if you just want to do 2D graphics. I wouldn't worry much about the "it hasn't gained popularity/community support" angle, especially because it's being used by all the major desktop apps nowadays (Firefox, Internet Explorer, and even the next version of Paint.NET). Also, Win8 will update Direct2D with a whole bunch of interesting new features (and this update will also be available for Win7 from what I understand).
Direct2D can be clumsy to work with at first, but that's mainly due to all the COM stuff. Once you get used to it and build up your own little utilities warchest, it's really not any more complicated than GDI+. In fact, I've been able to port a bunch of old GDI+ code to using Direct2D/DirectWrite and often it's just a line-by-line substitution, e.g. SolidBrush -> SolidColorBrush (this is in the Paint.NET 4.0 code base, btw).
I used the Direct 2D to render graphs of functions and it's pretty easy to use - I'd say, as simple as GDI+. I'd guess, that level of complexity of DirectX 11 and DirectX 9 (in terms of 2D graphics) is quite similar, so don't worry about that.
DirectX 9.0 runs on (let's say) all modern computers, and 11 restricts you to Windows Vista (with platform pack) and Windows 7. Take into consideration, though, that Windows XP will eventually vanish and DirectX will evolve, so I'm not sure, is it worth investing your time into technology, which won't be developed anymore. I would suggest DirectX 11's Direct2D then.
If one were to code a game for most versions of Windows, which API should be used?
I know DirectDraw works from NT4 and up (although DirectDraw is emulated on NT4 with GDI). However, I am told DirectDraw is deprecated in newer versions of Windows?
I could revert to just GDI, but then it is hard to completely eliminate flicker and tearing, since there is no double buffering with flipping between buffers.
Should I go for Direct3D or DirectDraw? Or is there some way of completely eliminating flicker in GDI?
If Direct3D is the answer, which version of it is supported on most platforms?
Unless you are sure you will never want to port your game to any non-Windows platform, I would recommend OpenGL. It should work on all versions from 2000 upwards, and some lucky NT4 or Win98 users may be able to run it (but don't advertise those versions as "supported.") Hardware acceleration won't always work, but the impact on performance won't be noticeable for a simple 2D game. And you will be able to port it reasonably cheaply to other platforms (e.g. iPhone) if necessary.