

Some games work better with OpenGL while others perform smoother with DirectX, depending upon their specific graphics needs.

OpenGL and DirectX have the same functions to perform. Which graphics renderer should I choose on BlueStacks?

BlueStacks can use either of the OpenGL or DirectX libraries available on your PC. Graphics libraries are mainly used in video games and simulations.
OPENGL VS DIRECTX 11 SOFTWARE
I think I'll go with OpenGL, I was going to take that route but didn't want to use something that was probably going to be discontinued in the future.A graphics renderer or a graphics library is a software program that helps in displaying images or graphics to a computer screen.
OPENGL VS DIRECTX 11 WINDOWS
Further, those applications (if you use GLut or some other windowing toolkit), the application will run on more systems than just windows if that matters at all to you. You can read the redbook through and read up a bit on linear algebra and matrices as linear transformations of a vector (this is how the modelview/projection matrices work in OpenGL, it's really down to some basic math and if you understand it, it makes things somewhat easier) and you'll know enough to write some fairly complex 3D applications. Unless you're writing a really powerful engine that needs some of those new features (some of them are really useful for speeding up simple apps too), you won't need most of them, and I'd really suggest OpenGL for the simplicity. Read the red-book, understand it, and there's no way any sane person could ever imagine using DX after that unless it was absolutely necessary. Further, it's community and standards driven while DirectX is proprietary (gotta love that one). It supports client-server architecture (not that most people use it, but D3D doesn't the last time I checked), and in upcoming updates its issues will be addressed. It gets the latest hardware features before DirectX does. It's more widely accepted and more widely supported. Lock-ins prevent this and cause shitty technology, shitty software, and hack-jobs, copies, and just terrible operational policies to be successful (in the sense that Microsoft and Apple measures success: money). If your shit sucks so badly that you can't compete out in the open with groups that get $0.00 for their effort, you should rightfully fail. We call this vendor lock-in, and it's what makes Microsoft, Apple, and a number of other companies evil. Microsoft's absolute ultimate goal was to have people thinking that their operating system and hence their API was the only way to do it, when in fact it puts unnecessary shackles on developers and customers alike. Its made by MS, the same company that made Windows, so they SHOULD know something about developing on their own platform.3D math and technology has nothing to do with the operating system on which software that utilizes it runs. I just decided to use DX because there just something that makes it sound better. I was thinking about this too (i'm making an MORPG) Where D3D is updated so that its API reflects new features, OGL is set so that new features can be used by getting a list of available extensions and taking advantage of any you wish to use. It needs updates, yes, but through extensions, it actually gets the newest video card features before Direct3D does. This was done for many reasons and one of them included making OpenGL appear as if it's old. Further, Direct3D is updated periodically to incorporate new "standard" (there isn't a standard, it's de-facto and worked out between microshit and the card mfg's) features for video cards.
OPENGL VS DIRECTX 11 CODE
OpenGL follows the open philosophy and that of C programmers where speed is the only thing that matters (yes, in fact, OpenGL requires LESS code and is faster on average).
