Glide Q&A
What
is Glide?
Glide
is a low-level application programming interface (API) that
allows developers to develop content on 3dfx hardware.
What
is the history of Glide?
Glide
was developed by 3dfx to allow developers to easily take
advantage of new 3D hardware features available on 3dfx
products. 3dfx
released the initial version of Glide for Voodoo Graphics in
1996.
What
are you announcing today?
Based
on our commitment to the Open Source community, we have
decided to release Glide 2 and Glide 3 source code and
hardware specifications for the following products: Voodoo
Graphics, Voodoo Rush, Voodoo2, Voodoo Banshee and Voodoo3.
What
is the future of
Glide?
We
plan on supporting current Voodoo3 customers and will provide
compatibility support for all current and new hardware
products through the end of 2000.
What
market conditions influenced your decision?
We
believe that users and developers alike want access to source
code in order to port Glide to other platforms, customize,
optimize and fix bugs. With
the release of Glide to the Open Source community, they will
be able to make the necessary changes. 3dfx will focus future
development efforts on OpenGL and DirectX.
When
will Glide be publicly available?
The
source kits and hardware specifications are available from the
3dfx Linux Web site (http://linux.3dfx.com) now. The
CVS repository for Glide is kept on the Sourceforge Web site (http://www.sourceforge.com).
Why
is 3dfx giving up the benefits of having their own proprietary
API?
Software
developers have expressed their wishes to focus their efforts
on D3D and OpenGL. OpenGL
and D3D are very mature and flexible APIs with advanced 3D
features and we have been very successful in getting our new
features added into both APIs.
We have the ability to add revolutionary and unique
features to OpenGL through its extension mechanism, and
Microsoft has been consistently aggressive in evolving
Direct3D every year with compelling new 3D capabilities.
These factors have caused OpenGL and Direct3D to be the
preferred APIs by the development community, therefore making
a proprietary API such as Glide less important for the
industry.
What
is the status of your lawsuit with Creative/individuals over
their Glide wrappers since you are now making it Open Source?
We are
not at liberty to discuss the specifics of our lawsuit with
Creative, however the decision to release Glide to the Open
Source community has no consequence on that legal action or
its outcome. We
have no other lawsuits pending related to Glide or Glide
wrappers.
How
will this impact the company’s IP position?
3dfx
has patents on its IP and will continue to defend its IP if
necessary. Glide is just a small part of the unique technology
that makes 3dfx a leader in the 3D graphics market.
How
does this impact current customers and products?
This
is creates a positive impact for current customers and
products. Current customers who wish to use 3dfx based products for
Linux now have the ability to do so.
How
does this impact future customers and products?
We
expect to extend our leadership in D3D and OpenGL with faster,
more polished products. We
can now focus our software engineering resources on those
APIs.
What
does this mean for the company’s developer relations
program- isn’t this a complete strategy change?
Not
at all, our developer relations is focused on the developer
not an API.
Content
was always a foundation of your company strategy illustrated
in your company strategy “triangle.”
Doesn’t the Open Sourcing of Glide negate any content
advantages 3dfx has over the competition?
How do plan to counter that?
Content
is still a key to the foundation of 3dfx.
We will continue to have content through our delivery
of new products and through enhanced support of OpenGL and
Direct3D. We are
also expanding our content by releasing Glide to the Open
Source community, as that is one of the requirements of the
Linux community. Our
driver support for other platforms like Linux and Apple
Macintosh also extends our content strategy.
Our cross platform support for FXT1 is a good example
of ways we will continue to focus on content.
Developer
What
exactly is in the source code kits?
We
are releasing the Linux port of our in-house Glide source
code. Code is available for Glide 2 and Glide 3 for Voodoo
Graphics, Voodoo Rush, Voodoo 2, Voodoo Banshee, and Voodoo 3.
Although the code supports Windows and Macintosh platforms, we
have only tested it on Linux.
What
has the reaction been from the Linux community?
They
are thrilled! The
Linux market requires Open Source software.
By going Open Source with Glide we can aggressively
pursue new opportunities in the Linux marketplace.
This move combined with our recent Open Sourcing of
FXT1 texture compression technology solidifies 3dfx as a
leader in the Open Source community.
Glide is also used
to accelerate Mesa on 3dfx platforms and thus completes the
Open Source requirements for Linux. (Mesa is an implementation
of the OpenGL API)
What
will this mean for the Macintosh community?
Current
Macintosh development efforts are centered around OpenGL and
we strongly encourage and support efforts on that API.
If
you are not supporting/maintaining/updating Glide any longer,
how does this effect your Macintosh users?
Although
there are a few legacy Macintosh titles using Glide, current
developer efforts are centered on OpenGL, which we will
continue to aggressively support and continue driver
development. Demand
from Macintosh consumers and participation of the Open Source
community will drive any future support of Glide for the
Macintosh platform.
What
has the reaction been with the PC community?
With
over 40% of developers actively working with Glide code and
over 80% having used it at some point, the PC developer
community is excited to see this move.
We have always promoted the use of the API which best
suits their needs and recent feedback was that all Glide
developers were supporting OpenGL or DirectX in addition to
Glide. Open
Source Glide allows them to focus their energies and reduce
development and testing time.
What
will be the new API(s) for the company?
Our
goal has always been to be the best 3D accelerator for OpenGL
and D3D, in addition to supporting Glide.
Now, our efforts are completely focused on providing
the best DirectX and OpenGL drivers.
The Open Source community will continue to evolve Glide
as required by the market.
What
influenced that decision?
First
and foremost was the input from the software development
community. Continued
improvement in DirectX and OpenGL through input from 3dfx has
made these APIs suitable for our advanced hardware.
They are also becoming more flexible because we can
expose new features through extensions in OpenGL and hope to
see Microsoft follow a similar path with D3D. Cross platform support is provided through OpenGL.
What
will happen to the team of people that were working on Glide?
The
talented group of engineers responsible for Glide will focus
their efforts moving forward on providing the best OpenGL and
DirectX drivers in the business.
What
will happen to legacy applications?
Legacy
applications are supported through current Glide drivers and
the Open Source community will provide continuing support.
3dfx will provide Glide drivers for legacy Glide
applications for all current products and any new products
through the end of 2000.
What
about applications that are currently under development?
Most
Glide developers are already supporting additional APIs and
3dfx will provide support and guidance where necessary.
We will work with each developer individually to help
determine what is best for their title.
What
about Glide-only titles?
Current
Glide-only titles function properly on the released Glide
drivers (with the exception of the Linux DRI beta driver). New
titles should be developed on OpenGL or Direct3D, in order to
take full advantage of 3dfx hardware features.
When
will I be able to run Glide-only titles on Voodoo3 on Linux?
If
you want to run Glide-only titles on Linux with Voodoo3 you
need to install the fullscreen (non-DRI) driver. We are adding
DRI support to Glide 2.6, so users can run both Glide-only
titles and OpenGL in a window on Linux with Voodoo 3. We
expect this work to be completed by the end of the year.
What
will 3dfx do to help developers make the transition?
We
will be working with each Glide developer individually to
create a plan that suits their needs.
Will
you continue to develop Glide for the Open Source community?
3dfx
will continue to focus on OpenGL and D3D. Glide development
will be left to the Open Source community.
3dfx is currently and will remain active in all Open
Source efforts including Glide and FXT1 and will provide
support as necessary to encourage further development.
We have already seen some very talented individuals do
some very creative things with Glide and hope the release of
Glide to Open Source community will encourage them to continue
or even increase those efforts.
Does
3dfx have any resources allocated for
supporting/maintaining/updating Glide?
Further
updates of Glide, in terms of adding additional functionality
at the API level, will happen through the Open Souce
development community. We will continue to staff a small internal group to ensure
Glide drivers are available for all existing and new products
through the end of 2000.
Why
would a developer choose to write to Glide now?
3dfx
is focusing on D3D and OpenGL.
However, Open Source Glide provides developers full
access to our feature set, performance optimizations and
coding structure. There
has been intense interest from developers creating content for
embedded systems, set-top boxes and alternative operating
systems. Glide provides a concise, easy to program interface
for 3D graphics that can now be modified to suit a particular
developer’s needs.
Will
you be offering any incentives to encourage the development of
Glide in the Open Source community or to game manufactures for
continuing to support Glide?
We
are Open Sourcing this mature and feature-rich API based on
feedback and requests from game developers and the Open Source
community. We
will create programs based on developer needs.
Technology
Do
you have arrangements with Microsoft to have all the new
features of your VSA-100 chip included in Direct X 7?
We
are currently pursuing that with Microsoft and have provided
Microsoft with a proposal to incorporate the T-Buffer as a
part of a future release of Direct3D.
We are confident that a future version of DirectX will
incorporate full T-Buffer capabilities.
Do
you have arrangements with SGI to have all of the new features
of the VSA-100 in OpenGL?
OpenGL
has an extension mechanism for hardware vendors to expose new
features. There
is no requirement to make “arrangements” with SGI
regarding OpenGL. It
is an open API, and as such, Independent Hardware Venders (IHVs)
such as 3dfx can develop drivers accordingly.
The only arrangement required with SGI is to have a
license for OpenGL and 3dfx has been a level III licensee
since 1997.
Are
you making Glide Open Source because there is a need for
another API?
We
believe that it is important to listen to developers. The recurring comments we have heard is that there is a need
to innovate - in other words, allow developers the freedom to
use new hardware features, and enable a requirement for
standards - so that developers can maintain compatibility and
a high level of quality. We feel that OpenGL and D3D provide developers with
appropriate solutions for these requirements.
Can
Glide be ported to your competitors’ chipsets and
have existing applications look better and run faster with
Glide? Will Glide
offer these advantages to 3D accelerators based on other
chipsets?
There
are several approaches possible to making Glide titles
compatible with other chipsets.
For instance, there have been Glide wrappers which
convert Glide calls to other APIs.
A native port of Glide to competitors’ hardware is
also now a possibility. That
being said, it is important to recognize that Glide
exposes certain features in 3dfx chips that are not supported
on other vendors' chips, so it is very unlikely that a Glide
port to those chips can be done that is 100% compatible with
all of the features of the Glide API.
Is
there a new version of Glide coming out before you make it
Open Source with the release of the VSA-100?
No,
there will not be a new version of Glide released prior to it
being Open Sourced. 3dfx
will provide Glide drivers for the current Glide spec for all
products through the end of 2000.
What
new features of the VSA-100 will be exposed by the 3dfx
VSA-100 Glide driver?
The
Glide driver shipped with all VSA-100 products will include
support for all new VSA-100 features, including, for example,
full-scene anti-aliasing, T-Buffer cinematic effects, 32-bit
color rendering, FXT1 compressed texture formats, 2kx2k
texture sizes, etc. All
of these new features, however, are only accessible through
OpenGL (which is currently layered on top of Glide), as we are
discouraging developers from accessing these new features
directly through Glide. The user can, however, via a control
panel option, force current Glide games to run with full-scene
anti-aliasing enabled. And,
of course, the VSA-100 Glide driver will take advantage of the
multi-chip VSA-100 boards to substantially increase fill-rate
even for current Glide titles.
Will
you put transform and lighting support in Glide?
No,
we have no plans to do this.
OpenGL and Direct3D currently support fully featured
transform and lighting capabilities, and our future evangelism
will revolve around those APIs.
Certain
applications look better and run faster with Glide.
Will Glide offer these advantages to products based on
your competitors’ chipsets?
Glide
has been developed and optimized for 3dfx hardware, however it
is conceivable that a concerted effort can be made to
essentially port Glide to another chipset.
How well such a port performs is very difficult to
predict.
Voodoo3
can not run OpenGL as fast as Glide.
How will you compensate for this in the future?
This
is dependent on the application, however future OpenGL drivers
from 3dfx will access the hardware directly and have higher
performance characteristics than our current OpenGL drivers
which are layered on top of Glide.
Our plan is to optimize our OpenGL implementation such
that it will run as fast if not faster (depending on the
application) than Glide.
|