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Just cause 3 directx 12
Just cause 3 directx 12











#JUST CAUSE 3 DIRECTX 12 PC#

Nonetheless, high-level APIs on PC still operate on the basic principle of protecting programmers from worrying about hardware-level details.

just cause 3 directx 12

That is not to say that there haven’t been significant API-side changes before-the switch completely away from immediate mode geometry generation for both OpenGL and DirectX was very significant, for example. Hardware capabilities have evolved rapidly ever since, and APIs have been gradually adjusted to keep up, adding a slew of features here and entire pipeline stages there. In the end, the API only really needed to allow the developer to render textured (and perhaps lit) triangles to the screen, because that is what the hardware did. GPUs back then were rather simple devices compared to now. This interface was to be provided by OpenGL and DirectX. While the vendor-specific Glide API developed by 3dfx Interactive managed to hold some ground for a while, it also became obvious that continued growth of the market would necessitate a hardware-agnostic, abstract interface. First of all, what is a 3D API, really? When the 3D accelerator hardware first appeared on the market, there was a need to provide an interface for programmers to leverage its capabilities-an Application Programming Interface, so to speak. Before we get into the details of what changes in DirectX12, some basics need to be established.











Just cause 3 directx 12