In the beginning, every 3d game sold was GLIDE. I once owned a substantial GLIDE library. There was scuttlebutt that Microsoft was going to adopt GLIDE as the official Windows 3d API, but Microsoft decided to start its own 3d API, as we all know. While sites like Sharkey Extreme and Anandtech and others were going ape for "AGP texturing," 3dfx was honest about not supporting it because texturing out of their onboard ram was about 20X faster, more or less. (Which is why GPUs have so much onboard ram today--the PCIe bus even at 4.0 is far slower than onboard GPU ram.) The pundits just couldn't understand 2 +2 = 4, and they all panned 3dfx for not supporting AGP texturing. This is how far the pundits missed it completely--they lauded nVidia for its fake support of AGP texturing even though even way back then nVidia textured out of its onboard ram just like 3dfx. When Intel launched its first discrete 3d cards back then, the i7xx series, they all relied on AGP texturing and they were all unbelievably slow as a result--3dfx and nVidia ran rings around them. I bought two of them--a 4mb card, which I returned, and an 8mb card, which I refunded. Horrible. It was no surprise to see Intel drop out of the discreet 3d-card market after the failure of the i7xx series. While both 3dfx and nVidia were selling 16mb cards. The ignorance was strong in those days.