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-This is just a basic example of course. In some of those steps especially after the transform you can see were the Double buffering comes into play under Direct Draw. Now lets look at some more steps that can come into play with 3D operations. This is added to the basic steps above to make for a better scene.

-Filter, this is Bi-linear and Tri-linear filtering. This is done by smoothing over those blocky bitmaps. Textures will seem more streamline and realistic. If you play Quake II you know what I mean. If you have played Quake I you are also a witness to the blocky square looking graphics.

-Double Buffering, as we discussed earlier. We need to display a scene and work on one at the same time. This will give you a streamline appearance. If your buffering is out of whack you will know it soon.

-Flat Shading, this is similar to the filters above. We are taking those triangle with color and more or less bleeding them together. This really adds more to the realism rather than a red block here and a blue block next to it.

-Mipmapping, this is overlooked but very important in game play. Let say your walking inside a scene towards dog, you want the dog to be bigger than what you seen it a mile away if you are standing right in front of it. This is mipmapping. Textures are basically swapped while moving to ad more realism to the scene. Cool huh!?

-Atmosphere, if your dog in the scene above is smoking a cigarette we also want to see the hazy smoke. This is were the atmosphere can come into play. On flight simulators you will see haze or fog while flying this is another example of atmosphere.

-Lighting, this effect will light up the dog so you can see it or even make his cigarette flare a little. Your dog may even show the light intensify on his snout along with the haze over him, this is were lighting comes in.

-Z-Buffering, this comes down to objects that are obscured by another. We don't want to draw that part of the scene until it is moved. This is another way of improving performance.

-There is such a intense amount of work that has to be done. Of course there is so many factors involved from the software level to the hardware. Now lets look at what these little guys have to work on such as the monitor.


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