FoxBlitzz said:
They still seem to be problems with OpenGL. I've played the Windows version of Bugdom and it seems to have those problems, but not in the Mac version.
It's a fault of the programmer. To do a fade in hardware, all you need to do is have two images, and adjust the alpha values of one of the images until the alpha value is completely transparent. You can do this in both Direct3D and OpenGL. It's a really elementary operation, and if a 3D package doesn't support such a simple case of alpha blending, then it doesn't deserve to exist.
I'd venture a guess that the Mac version of Bugdom uses OpenGL (through QuickDraw on OS 8/9), since that's the only way to achieve 3D graphics on the Mac. (If I remember right, the whole Mac OSX interface is runs through it).
That's strange, seeing as the installer states that a 100% DirectX-compatible video card is needed to play.
If ( cardIsCompatibleWith(DirectX) ) then cardIsCompatibleWithOpenGL = Most likely;
John Carmack won't write Direct3D. Ever.
By the way, Logan and Alam have indeed made a Direct3D plugin for SRB2, and guess what? *drumroll*..... it looks just like the OpenGL one.
OpenGL and Direct3D filter down to the same commands that get fed to your video card. Load a texture. Place vertices at 303,3285,284; 393,523,621; 482,621,7274. Transform, project, draw to the buffer, copy buffer to screen. Repeat.