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QuickDraw 3D
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==Switch to OpenGL== Good low-level 3D performance relies not only on the programmer to provide efficient models, but high-quality drivers for the hardware as well. Although RAVE was designed to be cross-platform, only hardware developers which supported Mac ([[ATI Technologies|ATI]], [[NVIDIA]], and [[3dfx]]) produced drivers for it. This left any comparison between QD3D and alternative APIs one-sided, as outside of the Mac QD3D was forced to fall back to a software RAVE implementation. As OpenGL gained traction on Windows (often credited to [[id Software]], who championed the API over D3D), hardware developers were increasingly designing future hardware against the future feature set planned for Microsoft's D3D. Through its extension mechanism OpenGL was able to track these changes relatively easily, while RAVE's feature set remained relatively fixed. At the [[Macworld Expo]] in January 1999, Apple announced that neither QuickDraw 3D nor RAVE would be included in [[Mac OS X]]. The company laid off the development staff in June 1999{{Citation needed|date=December 2011}}, replacing the in-house technology with OpenGL after buying a Mac implementation and key staff from [[Conix Enterprises]]. After Apple withdrew support for QD3D, an [[open source]] implementation of the QD3D API was developed externally. Known as ''Quesa'', this implementation combines QD3D's higher level concepts with an OpenGL renderer. As well as cross-platform hardware acceleration, this library also allows the use of the QD3D API on platforms never supported by Apple (such as [[Linux]]). The latest update is from 2023.<ref>{{cite web | url=https://github.com/jwwalker/Quesa | title=jwwalker/Quesa README | website=[[GitHub]] |access-date=4 June 2023 }}</ref>
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