header.gif (13325 bytes)
Max PC Button
News Layout element
Left Menu Buttons for The Tech Zone

Main Page
The Tech Zone Forums
Tech Zone Reviews
Tech Zone Articles
Weekly Price Index
Tech Zone Download Files
Cool Links
About The Tech Zone
Advertise In The Tech Zone
The Game Den

Layout element
MaximumPC Network Affiliate
Layout element
Maximum PC Banner for Review Section

Direct X
DirectX8 Preview

Written: 9/3/2000
Written by:
Tron

Introduction

Roughly every year, Microsoft sees fit to "up the ante" in the graphics API war with a new release of it's DirectX API. This year is no exception of course, with DirectX8 being the newest incarnation. In this article I'm going to briefly focus on the new features of the API, what they bring new to the table, and what you can expect out of DX8 as an end user.

This time around two parts of the previous API have combined, and a new application manager has been implemented. Here are the main components of DirectX8, and a simple overview of the changes that have occured.

DirectX Graphics.

This is a combination of the formerly separate DirectDraw and Direct3D API's. A lot of applications have to make use of both of these API's, so combining them was a good idea. It drastically reduced the complexity in initializing the API, and lowers the overall memory footprint. A new programmable vertex processing language is now implemented allowing morphing/tweening animation, matrix palette skinning, user-defined lighting models, general environment mapping, procedural geometry and any other developer-defined algorithm.  This addition adds a great deal of flexibility for the developer when dealing with vertex arrays. Programmable Pixel processing language enables programmers to write hardware shaders for per-pixel lighting/bump mapping, per-pixel environment mapping and to write their own shader routines. Multisample rendering and effects are now supported directly in the API (full scene antialiasing, motion-blur, depth of field ect). Sprite points are available, which enable high performance particle system rendering. 3-D Volume textures enable effects such as range-attenuation in per-pixel lighting, volume atmospheric effects and easy texturing of very complex geometry.  It's clear that the above feature implementations allow the API to strongly leverage the texturing and transform power of todays hottest hardware. This is not suprising however. More on that later....

Next page: DirectX Audio

[Page 1] [Page 2] [Page 3] [Home]

Talk about it at The Tech Zone Forums

Bottom Banner  Advertising for The Tech Zone
2nd Bottom Banner Advertising for The Tech Zone
Layout element
Layout element
Latest Reviews and Article Links for the right menu

Latest Reviews
fUnc sUrface 1030
Chaintech 6VJD
Performance SDRAM
Yamaha CRW2100EZ
Soyo K7VTA-Pro
Plextor 16/10/40A
AMK PC20 ATA Case
Mushkin RAM
Show All Reviews

Latest Article
WinXP Preview
Act Labs Visit
TBird Overclocking
Mobile Multimedia
2001 CES Wrap-Up
2001 CES - Day1
Corvette Project
Show All Article

Resources
Weekly Price Index
Glide Underground
Future Looks
iBuyer.net

TTZ Newsletter


Search Engine
Looking For Hardware?
Search the Web for the
Best Prices!

CATEGORY:
KEYWORD(S):

Side Cube Banner

Click Here!

Copyright Notice for the bottom of the page

© 1998-2001 by The Tech Zone. All rights reserved. Privacy Statement. Site design by Janne Puonti