Direct3D,
bi-linear filtering, z-buffering - all this 3-D
terminology can be confusing. Hopefully, after reading
this material, you'll have a better grasp of just what it
all means.
To explain Direct3D, we need to review a bit of history. In the beginning,
there was DOS, which had two major disadvantages, the most obvious being
the user interface - or rather the lack thereof, as anyone who spent any
amount of time staring at that infuriating command prompt can attest to.
Another
serious disadvantage to DOS was that when someone
developed software that required interaction with a piece
of hardware,
that piece
of hardware had to talk specifically and directly to that
particular product. For example, if developers wanted
their game to make a sound, they had to write software
telling the game just which sound card was in the
computer. If a user had a sound card that wasn't
supported by your game, they were stuck playing in
silence.
The
introduction of Windows solved both problems. While the
most apparent advantage was the easier user interface,
the implementation of "device-independence" was
equally important. With Windows, a title developer can
pretty much tell the application to "play a
sound," and if the sound card installed in the
computer has a Windows driver (and they all do), a sound
plays.
Unfortunately,
Direct3D
was completed long
after
cheap 3-D hardware
had
already become available to
game developers.
All this
extra interface, however, caused serious performance
deficiencies, and game vendors continued to write for
DOS, doing the extra work in the name of speed. So
Microsoft, with Windows 95, developed the DirectX drivers
(including Direct3D), which ideally give everyone the
best of both worlds: the freedom of device-independence
coupled with the immediate hardware access of DOS.
Unfortunately, Direct3D was completed long after cheap
3-D hardware had already become available to game
developers. As a result, you see plenty of games
developed for DOS and developed to take advantage of one
particular chip only.
It remains to
be seen whether the trend of continuing to develop games
for specific boards will continue, or whether the gaming
community will fully embrace the Direct3D standard.