Here are the main components of DirectX8, and a simple overview of the changes that have occured. 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. This addition adds a great deal of flexibility for the developer when dealing with vertex arrays.
Sprite points are available, which enable high performance particle system rendering.
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. All rights reserved. Privacy Statement .