About: QuickDraw 3D   Sponge Permalink

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QuickDraw 3D, or QD3D for short, was a 3D graphics API developed by Apple Inc., originally for their Macintosh computers, but delivered as a cross-platform system. QD3D provided a high-level API with a rich set of 3D primitives that was generally much more full-featured and easier to develop than low-level API's such as OpenGL or Direct3D. Below this was a cleanly-separated hardware abstraction layer known as RAVE that allowed the system to be ported to new hardware easily. On the downside, Q3D used a number of Apple-only ideas about how 3D hardware should work, and generally performed poorly due to low-quality implementations on common hardware. Apple abandoned work on QD3D after Steve Jobs took over in 1998, and announced that future 3D support would be based on OpenGL.

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  • QuickDraw 3D
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  • QuickDraw 3D, or QD3D for short, was a 3D graphics API developed by Apple Inc., originally for their Macintosh computers, but delivered as a cross-platform system. QD3D provided a high-level API with a rich set of 3D primitives that was generally much more full-featured and easier to develop than low-level API's such as OpenGL or Direct3D. Below this was a cleanly-separated hardware abstraction layer known as RAVE that allowed the system to be ported to new hardware easily. On the downside, Q3D used a number of Apple-only ideas about how 3D hardware should work, and generally performed poorly due to low-quality implementations on common hardware. Apple abandoned work on QD3D after Steve Jobs took over in 1998, and announced that future 3D support would be based on OpenGL.
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abstract
  • QuickDraw 3D, or QD3D for short, was a 3D graphics API developed by Apple Inc., originally for their Macintosh computers, but delivered as a cross-platform system. QD3D provided a high-level API with a rich set of 3D primitives that was generally much more full-featured and easier to develop than low-level API's such as OpenGL or Direct3D. Below this was a cleanly-separated hardware abstraction layer known as RAVE that allowed the system to be ported to new hardware easily. On the downside, Q3D used a number of Apple-only ideas about how 3D hardware should work, and generally performed poorly due to low-quality implementations on common hardware. Apple abandoned work on QD3D after Steve Jobs took over in 1998, and announced that future 3D support would be based on OpenGL.
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