![]() Soon after they failed to deliver Fahrenheit graphics API low level support for an OpenGL-Direct3D merger in the late 1990s. ![]() A subset of OpenGL was chosen as the main graphics library for Android, BlackBerry, iOS, and Symbian in the OpenGL ES form. Nintendo and Sony have developed their own libraries which are similar but not identical to OpenGL. OpenGL has implementations available across many platforms including Microsoft Windows, Unix-based systems such as Mac OS X, Linux. However, this process is progressively impeded due to the interdependence of DirectX upon many other proprietary components of Windows, and because Direct3D's proprietary nature requires the difficult process of reverse engineering. Several mostly functional reimplementations of the Direct3D API have been made by third parties such as Wine, a project to port common Windows APIs to Unix-like operating systems, and Cedega, a proprietary fork of Wine. The proprietary Direct3D is officially implemented only on Microsoft's Windows family of operating systems, including embedded versions used in the Xbox family of video game consoles and Sega's Dreamcast. ![]() The following compares the two APIs, structured around various considerations mostly relevant to game development. The GLSL shader compilers of different vendors also show slightly different behavior. This means that some API functions may have slightly different behavior from one vendor to the next. With OpenGL, every vendor implements the full API in the driver. A significant difference however is that Direct3D implements the API in a common runtime (supplied by Microsoft), which in turn talks to a low-level device driver interface (DDI). OpenGL and Direct3D are both implemented in the display device driver. Note that many essential OpenGL extensions and methods, although documented, are also patented, which imposes serious legal troubles upon the task of implementing them (see issues with Mesa ).
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