从 OpenGL ES 2.0 移植到 Direct3D 11Port from OpenGL ES 2.0 to Direct3D 11

包含有关将 OpenGL ES 2.0 图形管道移植到 Direct3D 11 和 Windows 运行时的文章、概述以及操作实例。Includes articles, overviews, and walkthroughs for porting an OpenGL ES 2.0 graphics pipeline to a Direct3D 11 and the Windows Runtime.

请注意   迁移 OpenGL ES 2.0 项目的中间步骤是使用角度进行 Microsoft Store。Note   An intermediate step to porting your OpenGL ES 2.0 project is to use ANGLE for Microsoft Store. ANGLE 通过将 OpenGL ES API 调用转换为 DirectX 11 API 调用,允许你在 Windows 上运行 OpenGL ES 内容。ANGLE allows you to run OpenGL ES content on Windows by translating OpenGL ES API calls to DirectX 11 API calls. 有关 ANGLE 的详细信息,请转到适用于 Microsoft Store 的 ANGLE WikiFor more information about ANGLE, go to the ANGLE for Microsoft Store Wiki.

 

主题Topic 说明Description

将 OpenGL ES 2.0 映射到 Direct3D 11。1Map OpenGL ES 2.0 to Direct3D 11.1

首次开始将图形体系结构从 OpenGL ES 2.0 移植到 Direct3D 的过程时,你需要自行熟悉一下 API 之间的主要差别。When starting the process of porting your graphics architecture from OpenGL ES 2.0 to Direct3D for the first time, familiarize yourself with the key differences between the APIs. 本部分中的主题将帮助你规划你的移植策略以及将图形处理移动到 Direct3D 时必须进行的 API 更改。The topics in this section help you plan your port strategy and the API changes that you must make when moving your graphics processing to Direct3D.

如何:将简单的 OpenGL ES 2.0 呈现器移植到 Direct3D 11。1How to: port a simple OpenGL ES 2.0 renderer to Direct3D 11.1

对于本次移植练习,我们将从最基本的内容开始:将旋转且顶点着色的立方体的简单呈现器从 OpenGL ES 2.0 移植到 Direct3D 中,以便它与 Visual Studio 2015 中的 DirectX 11 应用(通用 Windows)模板相匹配。For this porting exercise, we'll start with the basics: bringing a simple renderer for a spinning, vertex-shaded cube from OpenGL ES 2.0 into Direct3D, such that it matches the DirectX 11 App (Universal Windows) template from Visual Studio 2015.

OpenGL ES 2.0 到 Direct3D 11.1 参考OpenGL ES 2.0 to Direct3D 11.1 reference

当从 OpenGL ES 2.0 移植到 Direct3D 11 时,使用这些参考主题查找 API 映射和简短的代码示例。Use these reference topics to look up API mapping and short code samples when porting from OpenGL ES 2.0 to Direct3D 11.