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Direct3D
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==Direct3D 7.0== '''DirectX 7.0''' (released in September, 1999) introduced the [[DirectDraw Surface|.dds]] texture format<ref>{{cite web |url=http://msdn.microsoft.com/en-us/library/windows/desktop/bb943990 |title= DDS (DirectDraw Surface format) |date= August 19, 2020 |publisher=MSDN}}</ref> and support for [[transform and lighting]] [[hardware acceleration]]<ref name="dx7due799">{{cite news |title=DirectX 7: [due] July 99 |url=http://www.gamespot.co.uk/pc.gamespot/features/dx7/dx7_uk/ |access-date=July 20, 2019 |work=[[GameSpot]] |date=March 1999 |archive-url=https://web.archive.org/web/19990508133655/http://www.gamespot.co.uk/pc.gamespot/features/dx7/dx7_uk/ |archive-date=May 8, 1999 |location=UK}}</ref> (first available on PC hardware with Nvidia's [[GeForce 256]]), as well as the ability to allocate vertex buffers in hardware memory. Hardware vertex buffers represent the first substantive improvement over OpenGL in DirectX history. Direct3D 7.0 also augmented DirectX support for multitexturing hardware, and represents the pinnacle of fixed-function multitexture pipeline features: although powerful, it was so complicated to program that a new programming model was needed to expose the shading capabilities of graphics hardware. Direct3D 7.0 also introduced [[DXVA]] features.
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