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#1 DpinkyandDbrain  Icon User is offline

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what is the difference between OpenGL and CUDA

Posted 19 June 2010 - 05:44 PM

Excuse me for my stupidity but what is the difference between OpenGL and CUDA aren't they both graphic extensions in C ?
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#2 eZACKe  Icon User is offline

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Re: what is the difference between OpenGL and CUDA

Posted 19 June 2010 - 05:50 PM

OpenGL is a cross platform API. It is a library.

CUDA is the computing engine in NVIDIA graphics processing units. It is an architecture.
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#3 Oler1s  Icon User is offline

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Re: what is the difference between OpenGL and CUDA

Posted 19 June 2010 - 06:08 PM

More accurately, OpenGL is a set of standards. Just one aspect of that standard is about the C library.
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#4 DpinkyandDbrain  Icon User is offline

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Re: what is the difference between OpenGL and CUDA

Posted 20 June 2010 - 01:09 PM

ok new question why is it that OpenGL is in C, C++ and Java
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#5 ishkabible  Icon User is offline

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Re: what is the difference between OpenGL and CUDA

Posted 20 June 2010 - 01:22 PM

c++ is built over c so if it can run in c in can run in c++, OpenGL was ported to java because java is cross platform and people wanted a cross platform gpu accelerated way of doing things, to use directX with java defeats the point of java because directX is not cross platform, it's windows only(well latest versions at-least). OpenGL and DirectX have been ported to other languages as well, like VB,C#, and others i'm not thinking of.
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#6 Oler1s  Icon User is offline

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Re: what is the difference between OpenGL and CUDA

Posted 20 June 2010 - 03:57 PM

OpenGL API is a C API. C++ can make use of C APIs because of language design. But the API is still a C API.

What about Java? Code written by people reexposes the C API as a Java API. From OpenGL's perspective, Java is not part of the equation. Neither is C++.

Don't runaway with the notion of portability. Portability applies as long as implementations exist for a target platform. C tends to be highly portable because the language is small. OpenGL is an open standard. But implementations depend on whoever provides it. For example, on Windows, Windows provides a mechanism for driver implementations to hook into. That's why you keep getting told to update your drivers. On Macs, for example, it's whatever Apple allows. AFAIK Apple provides only up to 2.1 standard, whereas OpenGL specs have reached 4.0 version. See where I'm going with the portability point of view?
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