Pottsey said:
“Glide probably was the better looking technology in terms of results in games but if memory serves it was a bit more complicated to code for so wasn't as likely to get used when there were simpler solutions that were almost as good.”
Personally I don’t think it was better looking, smoother sure but not better looking. Saying that Glide was basically a cut down version of OpenGL it was very easy to code for which is why so many developers took it up so fast. Making it easy to code for was one of 3DFX’s better ideas. There was not really a simpler solution to code for. I guess you could argue D3D and OpenGL where simpler to code for as they worked on more cards. Coding for 1 API is always better to coding for 2 or more.
Games DID look better using the Glide API, the reason being that the other 2 APIs OpenGL\Direct3D weren't always supported entierly by graphics cards.
Back then, no 3d card for gaming fully supported all the functionality of OpenGL. Even Direct3D was hit and miss.
Back in those days, there were always games that wouldn't run on your particular 3d card because of the lack of 100% compatability with the standards.
With Glide, all the cards that supported it, supported it fully (exception being that 2d\3d card they released that wasn't fully glide compliant, not the banshee, the other one, it was based on voodoo1) and you'd be certain of decent image quality\special effects in the games, things like transparent windows would actually be transparent and not like just a solid colour as would often happen in certain games for certain cards.
It did go overboard of the smoothing, this was highlighted even more because of the pass through technology 3dfx cards used (analogue), bring even more blurryness to the picture.
A good example of a card that was said to be fully 100% Direct3D compliant but wasn't, was the Apocalypse 3DX based on the PCX2 graphics chip from PowerVR. I remember playing games like Outwars from microsoft and all sorts of crappy textrure corruption etc etc.