Re:The computers used to do 3D animation for Final Fantasy V...
by Sohcahtoa82 on Friday April 08, 2022 @01:04PM
(#30959705)
The first version of Direct3D shipped in DirectX 2.0 (June 2, 1996) and DirectX 3.0 (September 26, 1996) [0], but the 3dfx Voodoo came out in October 1996 [1].
In other words, by the time 3dfx had a product out the door, Direct3D already existed. The fight over proprietary APIs should have been over and Glide should not have existed. DirectX 5, which greatly matured the Direct3D API, came out in August 1997, less than a year after the Voodoo, and still 6 months before the Voodoo 2. Glide should have been dead by then.
[0] https://en.wikipedia.org/wiki/Direct3D#Direct3D_2.0_and_3.0
Re:The computers used to do 3D animation for Final Fantasy V...
by pjmlp on Friday April 08, 2022 @02:25AM
(#30953908)
Carmack also has public stated that DirectX is a much better API nowadays.
"Carmack: Direct3D is now better than OpenGL"
https://www.bit-tech.net/news/gaming/pc/carmack-directx-bett...
Another bit of history, before DirectX, during the days of Win32s extensions for 16 bit Windows there was WinG library, which provided an accelerated framebuffer.
Re:The computers used to do 3D animation for Final Fantasy V...
by randomifcpfan on Friday April 08, 2022 @06:19AM
(#30955284)
There was a strong pro-OpenGL faction at Microsoft. Their goal was to support ports of Unix OpenGl apps to Windows NT. That the resulting OpenGL driver also supported 3D games was mostly an unintended side effect.
(By today's standards, those famous early 3D games were laggy crap, both hardware- and software-rendered, on many/most period-correct computers. It's rarely said that simple things like texture interpolation (computationally way too much for a CPU) were new, and impressed people more than fps counters. Yes, the vaseline polygons were once the look of the Future!)
Then two companies leveraged their positions to change that course. First was Microsoft, which really needed everyone to start using system-wide multimedia APIs instead of dozens of unmanageable DOS era bypasses offered by this or that hardware manufacturer. So Direct3D was introduced, and then quickly remade in a numbers of later versions to match the breakneck progress in hardware features (or directly wrap around them, if you wish). On one hand, it was a universal API, on the other, people would still write “ATi code” and “Nvidia code” years later.
The other was id Software, though not in a straightforward way. Quake I was ported to accelerated hardware (vQuake, glQuake). Partially because of vQuake experience, Quake II compartmentalized the renderer into a library, and only that library was supposed to be written with the help of hardware makers (or by them). Ironically, OpenGL support was more of a tech demo thing because id Software had the expensive professional hardware, and regular users obviously didn't, despite the calls to support that API in consumer 3D accelerators. Even more ironically, 3dfx decided to make a bare minimum OpenGL wrapper library for Glide to let already existing glQuake run on Voodoo instead of trying to make some deal on the porting. They called it MiniGL. Soon other manufacturers, game makers, and people trying to make this or that existing software work on consumer PCs followed the example, and the world saw a lot of custom hacked "opengl32.dll" semi-implementations tightly coupled to respective applications. Of course, if any of them happened to be copied into system directory, everything but the specific software running with specific hardware that library was supposed to support crashed or broke. Those who tried to write new programs by the book using these wrappers probably had some problems, too.
Then Microsoft was forced to act, even though it never really intended to support alternatives to DirectX family. It made OpenGL (standardized) an official system-wide API, but made the system library to be just a wrapper over complete OpenGL implementation provided by hardware manufacturer (if present). So it continues to this day, and making everything work properly has been AMD/Nvidia's problem, not Microsoft's. This is why people on Windows can still choose between OpenGL and Direct3D in game settings, and see something on screen using both. But when it all got started both were just thinner or thicker wrappers over what chip designers initially had in mind.