(Thus, reimplementing this under either OpenGL or Vulkan ought to be reasonably trivial using modern hardware.)
(Thus, reimplementing this under either OpenGL or Vulkan ought to be reasonably trivial using modern hardware.)
> they were basically very fast (for the time) 2D triangle renderers.
that's still true of GPUs today :) in fact, with the exception of h264/265 encode/decode, and "AI" - that's all that graphics cards have ever done!
As I explained in a sister comment, there's a lot more going on with rasterization, even back then, than "painting 2D triangles" might imply. Yes, only the XY coordinates determine the screen location of a rendered pixel, but the Z coordinate even at that stage has a lot to do with its color (e.g. for perspective-correct texture lookup) and whether it is painted at all (Z buffering).
I guess Glide could be defined as low-level API since it was defined by single vendor's architecture instead of some more abstract machine like GL and other APIs.