d3d has a more object oriented interface whereas opengl has a strictly "c" style interface (Although it deals internally with objects through "names" and handles). Practical considerations are that opengl is available on more platforms, but that d3d tends to be better supported and work better on windows platforms. If you understand d3d11 then you'll pick up opengl in no time and vice-versa. Below that both APIs have vertex buffers, index bufers, textures, shaders, and so on and although they express that in different ways it's the concepts that are the hard part not the API. ![]() To be honest the hard part is not the API, it's the higher level 3d stuff.
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