The future of graphics cards revealed

Light and bright

With an optimised view space created, lighting can be applied. It's important to understand this isn't the visual representation of light, it's calculating how 'bright' every surface is going to be. A scene can have a global light-source, along with point-sources and spotlight sources.

With the original 3D cards, only the end rasterisation and rendering stages were performed on-card and that was by dumb, fixed-units that could only perform a single render pass. Multitexturing and multi-pass rendering improved visual quality and when DirectX 7.0 was released in 1999, graphics cards got a little smarter because of Transform and Lighting (T&L).

T&L moved the lighting and vertex transformation stages on to the graphics card and was the first move away from CPU-based vertex handling. It wasn't until the introduction of DirectX 8 that things really got interesting, as the first shaders appeared.