| DirectX
5.0: Skipping Generations The groundswell of negative
comments finally seeped into Microsoft's
collective consciousness. Part of the problem was
that it was so busy improving and releasing new
versions of DirectX that neither developers nor
users could keep up. So it stepped back, skipped
DirectX 4.0, and worked on making DirectX both a
better API for programmers and easier for users
to understand and configure.
A funny thing
happened on the way to DirectX 5.0, though.
Microsoft caught the Internet bug. When the
powers that be at Redmond shifted direction, they
realized that the Internet required more than
just browsers - multimedia was happening big
time. Streaming audio, video, and VRML were
taking hold. Authoring activities were
increasing, as Microsoft-based platforms began
moving into areas previously reserved for the
Macintosh or UNIX workstations, such as digital
video. Games were becoming increasingly
important, both as a potential source of revenue
for Microsoft, and as a large business in their
own right.
The bottom line
was that Microsoft needed a development platform
for more than just gaming. After some
soul-searching, Microsoft decided to merge
ActiveX and DirectX. DirectX won the branding
battle, and the whole underlying platform for
multimedia at Microsoft is now known as the
DirectX Foundation. Figure 1 shows the overall
architecture for DirectX 5.0:
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| Figure 1 |
DirectX
5.0 is now a much broader and more closely
integrated part of the Windows 95 operating
system. The other good news is that DirectX 5.0
will be fully integrated into Windows NT 5.0.
Today, only a part of DirectX runs on NT 4.0 and
the majority of DirectX games don't run on NT.
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