
8 1. ANGLE
overdraw/transparency varies widely between vendors, drivers, and APIs.
See Figure1.2 for a few common joint rendering implementations. Basically,
there is no right answer; game developers mostly want speed, while CAD and
mapping applications may prefer high-quality wide lines that can be slow to ren-
der. Many applications resort to using their own implementation to achieve con-
sistent results, and this makes driver-based implementations unnecessary bloat,
which comes with a minor performance cost from extra state tracking. For these
reasons, wide lines are not supported by Direct3D and have also been depre-
cated from the desk