Direct. 3D - Wikipedia. Direct. 3D is a graphics application programming interface (API) for Microsoft Windows. Part of Direct. X, Direct. D is used to render three- dimensional graphics in applications where performance is important, such as games. Direct. 3D uses hardware acceleration if it is available on the graphics card, allowing for hardware acceleration of the entire 3. D rendering pipeline or even only partial acceleration. Direct. 3D exposes the advanced graphics capabilities of 3. D graphics hardware, including Z- buffering. Direct. 3D offers full vertex software emulation but no pixel software emulation for features not available in hardware. For example, if software programmed using Direct. D requires pixel shaders and the video card on the user's computer does not support that feature, Direct. D will not emulate it, although it will compute and render the polygons and textures of the 3. D models, albeit at a usually degraded quality and performance compared to the hardware equivalent. The API does include a Reference Rasterizer (or REF device), which emulates a generic graphics card in software, although it is too slow for most real- time 3. D applications and is typically only used for debugging. A new real- time software rasterizer, WARP, designed to emulate complete feature set of Direct. D 1. 0. 1, is included with Windows 7 and Windows Vista Service Pack 2 with the Platform Update; its performance is said to be on par with lower- end 3. D cards on multi- core CPUs. The Wine compatibility layer, a free software reimplementation of several Windows APIs, includes an implementation of Direct. D. Direct. 3D's main competitor is Khronos' Open. GL and its follow- on Vulkan. Fahrenheit was an attempt by Microsoft and SGI to unify Open. GL and Direct. 3D in the 1. Overview. Microsoft bought Render. Morphics in February 1.
Keondjian on board to implement a 3. D graphics engine for Windows 9. The first version of Direct. D shipped in Direct. X 2. 0 (June 2, 1. Direct. X 3. 0 (September 2. ![]() ![]() Direct. 3D initially implemented both . Like other Direct. X APIs, such as Direct. Draw, both were based on COM. The retained mode was a scene graph API that attained little adoption. Game developers clamored for more direct control of the hardware's activities than the Direct. D retained mode could provide. ![]() Only two games that sold a significant volume, Lego Island and Lego Rock Raiders, were based on the Direct. D retained mode, so Microsoft did not update the retained mode after Direct. X 3. 0. For Direct. X 2. 0 and 3. 0, the Direct. D immediate mode used an . Execute buffers were intended to be allocated in hardware memory and parsed by the hardware to perform the 3. D rendering. They were extremely awkward to program, however, hindering adoption of the new API and prompting calls for Microsoft to adopt Open. GL as the official 3. The Vista L5 is the latest addition to the revolutionary Jands Vista range of consoles and control surfaces. While keeping all the superb features of the original. Your expert guide to today's tech. Share on Facebook. Share on Twitter. Share on Google+; The Fitbit Blaze is the company’s latest tracker and is certainly its. D rendering API for games as well as workstation applications. Direct. 3D)Rather than adopt Open. GL as a gaming API, Microsoft chose to continue improving Direct. ![]() D, not only to be competitive with Open. GL, but to compete more effectively with proprietary APIs such as 3dfx's Glide. From the beginning, the immediate mode also supported Talisman's tiled rendering with the Begin. Scene/End. Scene methods of the IDirect. DDevice interface. Direct. 3D 4. 0. The Redmond team added the Draw. Primitive API that eliminated the need for applications to construct execute buffers, making Direct. D more closely resemble other immediate mode rendering APIs such as Glide and Open. GL. The first beta of Draw. Primitive shipped in February 1. S3 texture compression support was one such feature, renamed as DXTC for purposes of inclusion in the API. Another was Tri. Tech's proprietary bump mapping technique. Microsoft included these features in Direct. X, then added them to the requirements needed for drivers to get a Windows logo to encourage broad adoption of the features in other vendors' hardware. A minor update to Direct. X 6. 0 came in the February, 1. Direct. X 6. 1 update. Besides adding Direct. Music support for the first time, this release improved support for Intel Pentium III 3. D extensions. Hardware vertex buffers represent the first substantive improvement over Open. GL in Direct. X history. Direct. 3D 7. 0 also augmented Direct. X 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. Direct. 3D 8. 0. Direct. D 8. 0 and its programmable shading capabilities were the first major departure from an Open. ![]() GL- style fixed- function architecture, where drawing is controlled by a complicated state machine. Direct. 3D 8. 0 also eliminated Direct. Draw as a separate API. Direct. 3D 8 contained many powerful 3. D graphics features, such as vertex shaders, pixel shaders, fog, bump mapping and texture mapping. Direct. 3D 9. Originally called WGF 2. Windows Graphics Foundation 2. ![]() ![]() EMOTIV Insight is a sleek, 5-channel, wireless EEG headset that records your brainwaves and translates them into meaningful data you can understand. The essential tech news of the moment. Technology's news site of record. Not for dummies. Direct. X 1. 0 and Direct. X Next. Direct. 3D 1. The language itself has been extended to be more expressive, including integer operations, a greatly increased instruction count, and more C- like language constructs. In addition to the previously available vertex and pixel shader stages, the API includes a geometry shader stage that breaks the old model of one vertex in/one vertex out, to allow geometry to actually be generated from within a shader, allowing for complex geometry to be generated entirely on the graphics hardware. Windows XP is not supported by Direct. X 1. 0. 0 and above. Unlike prior versions of the API, Direct. D 1. 0 no longer uses . Instead, it defines a minimum standard of hardware capabilities which must be supported for a display system to be . This is a significant departure, with the goal of streamlining application code by removing capability- checking code and special cases based on the presence or absence of specific capabilities. Because Direct. 3D 1. ![]() Windows Vista and because of the massive installed base of non- Direct. D 1. 0 compatible graphics cards, the first Direct. D 1. 0- compatible games still provide Direct. D 9 render paths. Examples of such titles are games originally written for Direct. D 9 and ported to Direct. D 1. 0 after their release, such as Company of Heroes, or games originally developed for Direct. D 9 with a Direct. D 1. 0 path retrofitted later in development, such as Hellgate: London or Crysis. The Direct. X 1. 0 SDK became available in February 2. It adds instructions for integer and bitwise calculations. The common shader core. These operations enable a new class of algorithms in graphics hardware—examples include compression and packing techniques, FFTs, and bitfield program- flow control. Geometry shaders. This enables rapid occlusion culling, which prevents objects from being rendered if it is not visible or too far to be visible. Instancing 2. 0 support, allowing multiple instances of similar meshes, such as armies, or grass or trees, to be rendered in a single draw call, reducing the processing time needed for multiple similar objects to that of a single one. The specification was finalized with the release of November 2. Direct. X SDK and the runtime was shipped with the Windows Vista. SP1, which is available since mid- March 2. Direct. 3D 1. 0. 1 sets a few more image quality standards for graphics vendors, and gives developers more control over image quality. Direct. 3D 1. 0. 1 level hardware must support the following features: Multisampling has been enhanced to generalize coverage based transparency and make multisampling work more effectively with multi- pass rendering, better culling behavior - Zero- area faces are automatically culled; this affects wireframe rendering only, independent blend modes per render target, new sample- frequency pixel shader execution with primitive rasterization, increased pipeline stage bandwidth, both colour and depth/stencil MSAA surfaces can now be used with Copy. Resource as either a source or destination, Multisample. Enable only affects line rasterization (points and triangles are unaffected), and is used to choose a line drawing algorithm. This means that some multisample rasterization from Direct. D 1. 0 are no longer supported, Texture Sampling - sample. This applies to addition, subtraction, and multiplication. Blending is also required for UNORM1. SNORM1. 6/SNORM8 formats. Format Conversion while copying between certain 3. Mandatory support for 4x MSAA for all render targets except R3. G3. 2B3. 2A3. 2 and R3. G3. 2B3. 2. In 2. Intel chipsets started supporting Direct. D 1. 0. 1 with the introduction of Intel HD Graphics 2. GMA HD). Direct. 3D 1. It was presented at Gamefest 2. July 2. 2, 2. 00. Nvision 0. 8 technical conference on August 2. GPUs such as Radeon R6. ![]() Direct. 3D 9/1. 0/1. Older graphics hardware such as Radeon 8xxx, Ge. Force 3/4 had support for another form of tesselation (RT patches, N patches) but those technologies never saw substantial use. As such, their support was dropped from newer hardware. Microsoft has also hinted at other features such as order independent transparency, which was never exposed by the Direct. D API but supported almost transparently by early Direct. D hardware such as Videologic's Power. VR line of chips. Direct. 3D 1. 1. 0. The Platform Update for Windows Vista includes full- featured Direct. D 1. 1 runtime and DXGI 1. Windows 7 like WARP, Direct. D, Direct. Write, and WIC. Direct. 3D 1. 1. 1 includes new feature level 1. Those that are hardware- dependent can be checked individually via Check. Feature. Support. This is achieved by better matching the Direct. D abstraction layer with the underlying hardware, by means of new features such as Indirect Drawing, descriptor tables, concise pipeline state objects, and draw call bundles. Reducing driver overhead is in fact the main attraction of Direct. D 1. 2, similarly to AMD's Mantle.
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