Ok,..I tried to be nice about it, but highflyer,...you have no idea what you are talking about.
Again, the API has absolutely nothing to do with the quality of grahics as they appear on the screen. Zero, nada.
You obviously have not programmed to the either of the API's. Every API has pluses and minuses, period. What John Carmack thinks is irrelevant. Every programmer choses an API based on thier needs, for thier code. Nice and simple.
I have stated this before and you still harp about it. Maybe you know more than you are letting on? Maybe you have written a few million lines of 3D programming and just are too shy to say so? If so, please enlighten me, as I have been working on some stuff for some time now and could use some expert advice on some 3D issues. Oh, I am using DX as the API. Why? Because there is not enough support in OpenGL, for all video cards, to support what I am attempting to do. Note the key phrase, "all video cards". To be sure, all have an OpenGL driver, but not many support the entire API. Of course, in your expert opinion, should I not support cards from those vendors and force anyone that wants to run my software to purchase another video card?
Or, should I continue to use DX, as all video cards support the features I need in DX?
You seem to have such an insight, maybe you can help. Oh, a few of those applications you mentioned also include a list of video cards that must be used with them. For a Windowed app, OpenGL is easier to program to. DX is designed to be a virtually self-contained application. In other words, you cannot use the built-in Windows tools to display a window. If you use DX, you have to write all the code to be able to handle context switching, windows, toolbars, buttons and such, but you must have known that already.
[ 09-28-2001: Message edited by: Skuzzy ]