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Page "Microsoft Direct3D" ¶ 11
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Direct3D and 8
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 ).
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.
That is, it contains many commands for 3D rendering ; however, since version 8, Direct3D has superseded the old DirectDraw framework and also taken responsibility for the rendering of 2D graphics.
Direct3D 8. 0 introduced programmability in the form of vertex and pixel shaders, enabling developers to write code without worrying about superfluous hardware state.
Direct3D 8. 0 and its programmable shading capabilities were the first major departure from an OpenGL-style fixed-function architecture, where drawing is controlled by a complicated state machine.
Direct3D 8. 0 also eliminated DirectDraw as a separate API.
Direct3D was not considered to be user friendly, but as of DirectX version 8. 1, many usability problems were resolved.
Direct3D 11. 1 is an update to the API that will initially ship with Windows 8.
The Direct3D runtime in Windows 8 features DXGI 1. 2 and requires new WDDM 1. 2 device drivers.
The Wine project has working implementations of the Direct3D 8, 9 and 10 APIs ( they are, as of 23 July 2012, 100 %, 78 % and 79 % complete respectively ).
Introduced three months after NVIDIA acquired 3dfx and marketed as the nFinite FX Engine, the GeForce 3 was the first Microsoft Direct3D 8. 0 compliant 3D-card.
SwiftShader is an advanced software renderer with Direct3D 8 / 9 class features, including shaders.
The architecture features 3D acceleration based upon Microsoft Direct3D 8. 1 and OpenGL 1. 3, a major improvement in features and performance compared to the preceding Radeon R100 design.
It is ATI's first GPU with programmable pixel and vertex processors, called Pixel Tapestry II and compliant with Direct3D 8. 1.

Direct3D and many
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.
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.
There are many features and issues that proponents of either API disagree over, see Comparison of OpenGL and Direct3D for a summary.
It is included as a graphics primitive in many graphics packages, including AutoCAD, POV-Ray, OpenGL, Direct3D, and 3ds Max.
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.
At the time, the OpenGL API was almost universally agreed to be superior to the then new and immature Direct3D system from Microsoft, so following the arrival of the various MiniGLs, many programmers sought to use them in other programs as an easy way of supporting multiple 3D chipsets.
Jabo's Direct3D video plug-ins utilize a just-in-time exception handler that attempts to rectify the problem by reviewing many stored fixes common to the exception, and often resetting data that has been corrupted.

Direct3D and powerful
Direct3D 7. 0 also augmented DirectX support for multitexturing hardware, and represents the pinnacle of fixed-function multitexture pipeline features: although powerful, it was so complicated to program that a new programming model was needed to expose the shading capabilities of graphics hardware.
It uses a more powerful game engine that supports 3D acceleration using Direct3D 5. 0.

Direct3D and 3D
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.
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.
* 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.
Direct3D uses hardware acceleration if it is available on the graphics card, allowing for hardware acceleration of the entire 3D rendering pipeline or even only partial acceleration.
Direct3D exposes the advanced graphics capabilities of 3D graphics hardware, including z-buffering, spatial anti-aliasing, alpha blending, mipmapping, atmospheric effects, and perspective-correct texture mapping.
Integration with other DirectX technologies enables Direct3D to deliver such features as video mapping, hardware 3D rendering in 2D overlay planes, and even sprites, providing the use of 2D and 3D graphics in interactive media titles.
Direct3D is a 3D API.
Microsoft strives to continually update Direct3D to support the latest technology available on 3D graphics cards.
For example, if software programmed using Direct3D requires pixel shaders and the video card on the user's computer does not support that feature, Direct3D will not emulate it, although it will compute and render the polygons and textures of the 3D models, albeit at a usually degraded quality and performance compared to the hardware equivalent.
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.
Direct3D initially implemented " retained mode " and " immediate mode " 3D APIs.
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 offered a notably large leap in 3D gaming performance and was the first fully Direct3D 7-compliant 3D accelerator.
It is one of the early games to adopt the use of 3D graphics hardware acceleration using Microsoft Direct3D.
Most often, 3D engines or the rendering systems in game engines are built upon a graphics application programming interface ( API ) such as Direct3D or OpenGL which provides a software abstraction of the graphics processing unit ( GPU ) or video card.
The Radeon VE had the advantage of somewhat better dual-monitor display software, but it did not offer hardware T & L, an emerging 3D rendering feature of the day that was the major attraction of Direct3D 7.

Direct3D and graphics
Direct3D is also used by other software applications for visualization and graphics tasks such as CAD / CAM engineering.
Developers have been instructed to use textured quads in Direct3D for 2D graphics.
Direct3D is used to render three dimensional graphics in applications where performance is important, such as games.
Direct3D 9Ex, in conjunction with DirectX 9 class WDDM drivers allows graphics memory to be virtualized and paged out to system memory, allows graphics operations to be interrupted and scheduled and allow DirectX surfaces to be shared across processes.
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.
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.
Direct3D 10. 1 sets a few more image quality standards for graphics vendors, and gives developers more control over image quality.
In 2011, Intel chipsets started supporting Direct3D 10. 1 with the introduction of HD graphics 2000 ( GMA HD ).
The aim of Direct3D is to abstract the communication between a graphics application and the graphics hardware drivers.

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