Port from OpenGL ES 2.0 to Direct3D 11

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 Microsoft 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 Microsoft Store Wiki.

 

Topic Description

Map OpenGL ES 2.0 to Direct3D 11.1

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.

How to: port a simple OpenGL ES 2.0 renderer to Direct3D 11.1

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 to Direct3D 11.1 reference

Use these reference topics to look up API mapping and short code samples when porting from OpenGL ES 2.0 to Direct3D 11.