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What's the major differences between Glide and D3D?
What should I use? I'm currently using D3D and I'm pleased with it but is Glide even better?
This question / problem has been solved by Bagginsimage
Glide has access to improved lighting, and shadows. Look around lamps and other light sources (stain glass windows) for example.

More use of reflective surfaces as well IIRC, and improved transparencies.

http://www.1up.com/do/blogEntry?bId=9091474
Post edited May 02, 2013 by Baggins
Oh wow, so there's differences and they're big too.
Thanks for the heads up :)
Post edited May 02, 2013 by Ghostbreed
Almost all the glide specific games had extra bells and whistles not seen in the standard software or direct3d renders!

About the only negative was reduced number of resolutions though, they aren't always as easy to boost to native resolutions as direct 3d allows.

At least in most cases, in KQ8 glide version offered one extra resolution mode of 800x600 (software and direct3d were stuck at 640x480), and a few extra special effects (color lighting in places, and better transparency/color, and particle effects). That is pretty finicky about custom resolutions though.
Post edited May 02, 2013 by Baggins
Also 32 bit color doesn't work for GLIDE.
Post edited May 03, 2013 by cbarbagallo
Actually the way Nglide works the 32bit color is automatically functioning. It just has its own custom drivers.

Because of the way the custom drivers work, you can't switch it to 32bit in the menu. But its really accessing the 32bit color. At least from what I'm reading.

http://www.zeus-software.com/downloads/nglide
Does nGlide render in 16-bit color depth?
No. All is converted and rendered in 32-bit, no matter what color depth mode is selected in-game. This eliminates color banding problem.
Post edited May 03, 2013 by Baggins