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Page "DirectX" ¶ 1
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Direct3D and 3D
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.
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 ).
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.
That is, it contains many commands for 3D rendering ; however, since version 8, Direct3D has superseded the old DirectDraw framework and also taken responsibility for the rendering of 2D graphics.
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 8 contained many powerful 3D graphics features, such as vertex shaders, pixel shaders, fog, bump mapping and texture mapping.
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 uses a more powerful game engine that supports 3D acceleration using Direct3D 5. 0.
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.
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.
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 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.
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.

Direct3D and API
On December 17, 1997, Microsoft and SGI initiated the Fahrenheit project, which was a joint effort with the goal of unifying the OpenGL and Direct3D interfaces ( and adding a scene-graph API too ).
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.
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.
Direct3D is part of Microsoft's DirectX application programming interface ( API ).
There are many features and issues that proponents of either API disagree over, see Comparison of OpenGL and Direct3D for a summary.
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 5. 0 introduced the DrawPrimitive API that eliminated the need for applications to construct execute buffers.
Direct3D 6. 0 also included support for features that had been licensed by Microsoft from specific hardware vendors for inclusion in the API, in exchange for the time-to-market advantage to the licensing vendor.
Direct3D 8. 0 also eliminated DirectDraw as a separate API.
Direct3D subsumed all remaining DirectDraw API calls still needed for application development, such as Present (), the function used to display rendering results.
Windows Vista includes a major update to the Direct3D API.
Feature levels allow developers to unify the rendering pipeline under Direct3D 11 API and make use of API improvements such as better resource management and multithreading even on entry-level cards, though advanced features such as new shader models and rendering stages will only be exposed on up-level hardware.
Microsoft has also hinted at other features such as order independent transparency, which was never exposed by the Direct3D API but supported almost transparently by early Direct3D hardware such as Videologic's PowerVR line of chips.
Direct3D 11. 1 is an update to the API that will initially ship with Windows 8.
The new API features shader tracing, support for video playback, shader processing of video resources, and on-the-fly swapping between Direct3D 10 and 11 contexts and feature levels.
Direct3D is a Microsoft DirectX API subsystem component.
Direct3D is an Immediate mode graphics API.
The Microsoft Direct3D 11 API defines a process to convert a group of vertices, textures, buffers, and state into an image on the screen.
DXUT ( also called the sample framework ) is a layer built on top of the Direct3D API.

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