Port from OpenGL ES 2.0 to Direct3D 11
[This article is for Windows 8.x and Windows Phone 8.x developers writing Windows Runtime apps. If you’re developing for Windows 10, see the latest documentation]
Includes articles, overviews, and walkthroughs for porting an OpenGL ES 2.0 graphics pipeline to a Direct3D 11 and the Windows Runtime.
Note An intermediate step to porting your OpenGL ES 2.0 project is to use ANGLE for Windows Store. ANGLE allows you to run OpenGL ES content on Windows by translating OpenGL ES API calls to DirectX 11 API calls. For more information about ANGLE, go to the ANGLE for Windows Store Wiki.
In this section
Topic | Description |
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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. 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. |
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This set of topics walks a number of OpenGL ES 2.0 graphics pipeline porting scenarios of differing complexity. |
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Use these reference topics to look up API mapping and short code samples when porting from OpenGL ES 2.0 to Direct3D 11. |