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Page "Microsoft Direct3D" ¶ 27
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Direct3D and 10
A new real-time software rasterizer, WARP, designed to emulate complete feature set of Direct3D 10. 1, is included with Windows 7 ; its performance is said to be on par with lower-end 3D cards on multi-core CPUs.
Originally called WGF 2. 0 ( Windows Graphics Foundation 2. 0 ), then DirectX 10 and DirectX Next, Direct3D 10 features an updated shader model 4. 0 and optional interruptibility for shader programs ..
Unlike prior versions of the API, Direct3D 10 no longer uses " capability bits " ( or " caps ") to indicate which features are supported on a given graphics device.
Instead, it defines a minimum standard of hardware capabilities which must be supported for a display system to be " Direct3D 10 compatible ".
Because Direct3D 10 hardware was comparatively rare after the initial release of Windows Vista and because of the massive installed base of non-Direct3D 10 compatible graphics cards, the first Direct3D 10-compatible games still provide Direct3D 9 render paths.
Examples of such titles are games originally written for Direct3D 9 and ported to Direct3D 10 after their release, such as Company of Heroes, or games originally developed for Direct3D 9 with a Direct3D 10 path retrofitted later in development, such as Hellgate: London or Crysis.
Direct3D 10. 1 was announced by Microsoft shortly after the release of Direct3D 10 as a minor update.
Direct3D 10. 1 level hardware must support the following features:

Direct3D and .
Originally, the names of these APIs all began with Direct, such as Direct3D, DirectDraw, DirectMusic, DirectPlay, DirectSound, and so forth.
Direct3D ( the 3D graphics API within DirectX ) is widely used in the development of video games for Microsoft Windows, Microsoft Xbox, Microsoft Xbox 360 and some Sega Dreamcast games.
Direct3D is also used by other software applications for visualization and graphics tasks such as CAD / CAM engineering.
As Direct3D is the most widely publicized component of DirectX, it is common to see the names " DirectX " and " Direct3D " used interchangeably.
Microsoft released Direct3D in 1995, which eventually became the main competitor of OpenGL.
Its main competitor ( Direct3D from Microsoft ) runs only on Microsoft Windows-based machines including the Dreamcast and Xbox consoles.
Further examples include some of the early versions of the pixel shader languages embedded in Direct3D and OpenGL extensions, or a series of mathematical formulae in a spreadsheet with no cycles.
It was, in fact, disabled in the Direct3D renderer by default ( but could be re-enabled in the Unreal. ini file ) due to performance and quality issues caused by the driver and present even on hardware many times more powerful than the original 3Dfx Voodoo Graphics.
When Unreal was finally released, Microsoft's Direct3D API was growing almost exponentially in popularity and Epic was fairly quick to develop a renderer for their game engine.
However, the Direct3D renderer, released initially to support the new Matrox G200, was less capable and slower than the Glide support, especially in the beginning when it was unstable, slow, and had many graphics quality issues.
Microsoft's Direct3D 9. 0 now chooses at runtime processor-specific implementations of its own math operations, including the use of SIMD-capable instructions.
GPLs lack of inbuilt support for 3D accelerator cards other than those produced by 3dfx and Rendition contributed to a decrease in sales when those cards became obsolete, since at the time there was no Direct3D support.
An out-of-the-box copy of GPL lacks several features that one might expect from a modern driving simulation, and so most people add as a matter of course several patches: the official version 1. 2 patch that adds force feedback ; a second patch to add Direct3D and / or OpenGL support ; and a third patch that gets around a problem that prevents the original game from working on computers with CPUs faster than 1. 4 GHz.
* Direct3D for access to 3D hardware accelerated graphics.
A programmer could use DirectDraw to draw 3D graphics, but the rendering would be slow compared to an API such as Direct3D which does support 3D hardware acceleration.
As of DirectX version 8. 0, DirectDraw was merged into a new package called DirectX Graphics, which is really just Direct3D with a few DirectDraw API additions.
Developers have been instructed to use textured quads in Direct3D for 2D graphics.
Direct3D is available for Microsoft Windows operating systems ( Windows 95 and above ), and for other platforms through the open source software Wine.
Direct3D is used to render three dimensional graphics in applications where performance is important, such as games.

Direct3D and 1
Direct3D was not considered to be user friendly, but as of DirectX version 8. 1, many usability problems were resolved.
Direct3D 9. 0Ex was previously known as version 1. 0 of Windows Graphics Foundation ( WGF ).
Unlike Direct3D 10 which strictly required Direct3D 10-class hardware and driver interfaces, Direct3D 10. 1 runtime can run on Direct3D 10. 0 hardware using a concept of " feature levels ", but new features will be supported exclusively by new hardware.
The only available Direct3D 10. 1 hardware as of June 2008 were the Radeon HD 3000 series and Radeon HD 4000 series from ATI ; in 2009, they were joined by Chrome 430 / 440GT GPUs from S3 Graphics and select lower-end models in GeForce 200 series from Nvidia.
In 2011, Intel chipsets started supporting Direct3D 10. 1 with the introduction of HD graphics 2000 ( GMA HD ).
The Direct3D 11 runtime is able to run on Direct3D 9 and 10. x-class hardware and drivers, expanding the functionality first introduced in Direct3D 10. 1 runtime.
Feature levels 9_1, 9_2 and 9_3 encapsulate various features of popular Direct3D 9 cards, and feature levels 10_0 and 10_1 refer to Direct3D 10 and 10. 1 respectively ; each upper level is a strict superset of a lower level.
GPUs such as Radeon R600 feature a tessellation engine that can be used with Direct3D 9 / 10 / 10. 1 and OpenGL, but it's not compatible with Direct3D 11 ( according to Microsoft ).
Windows Vista Platform Update includes full-featured Direct3D 11 runtime and DXGI 1. 1 update, as well as other related components from Windows 7 like WARP, Direct2D, DirectWrite, and WIC.
Direct3D 11. 1 is an update to the API that will initially ship with Windows 8.

Direct3D and sets
In this mode Direct3D automatically captures Alt-Tab and sets / restores screen resolution and pixel format without the programmer intervention.

Direct3D and more
As of DirectX 8, this component has been deprecated in favor of Direct3D, which provides more general high-performance graphics functionality ( as 2D rendering is a subset of 3D rendering ).
Game developers clamored for more direct control of the hardware's activities than the Direct3D retained mode could provide.
Rather than adopt OpenGL as a gaming API, Microsoft chose to continue improving Direct3D, not only to be competitive with OpenGL, but to compete more effectively with proprietary APIs such as 3dfx's Glide.
Direct3D comes with D3DX, a library of tools designed to perform common mathematical calculations on vectors, matrices and colors, calculating look-at and projection matrices, spline interpolations, and several more complicated tasks, such as compiling or assembling shaders used for 3D graphic programming, compressed skeletal animation storage and matrix stacks.
It uses a more powerful game engine that supports 3D acceleration using Direct3D 5. 0.
Direct3D 5. 0 was the first version of the burgeoning API to gain widespread adoption in the gaming market, and it competed directly with many more hardware specific, often proprietary graphics libraries, while OpenGL maintained a strong following.
QD3D provided a high-level API with a rich set of 3D primitives that was generally much more full-featured and easier to develop than low-level APIs such as OpenGL or Direct3D.
Although the ViRGE sold well in the OEM market, poor Direct3D performance and lack of OpenGL support prevented the ViRGE from competing in the more lucrative 3D / graphics segment.
; Around 1999: Sinbad realises that his ' DIMClass ' project, a project to make an easy to use object-oriented Direct3D library, has become so abstracted that it really doesn't need to be based on Direct3D any more.
( In Windows Vista, each hardware overlay is more correctly known as a Direct3D surface ).
However, this was more the fault of the API because Direct3D, at the time, lacked support for DMA transfers.

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