All Direct3D11 features are in OpenGL 4.0 right now.
* hardware tessellation via ARB_tessellation_shader
* supersample antialiasing via ARB_sample_shading
* dual source blending via ARB_blend_func_extended
And we have same rendering quality under Direct3D11 and OpenGL.
Main OpenGL problem is poor performance:)
I believe that OpenGL performance will increase in future:)
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