sndwv: Just gave Emergence a quick spin and the first thing I noticed were a couple of garbled/misplaced textures on the background planet when using the default 3Dfx/nGlide setting. Switched to D3D and now I have higher color bit depth, higher resolutions and seemingly no graphical glitches... so far it appears to just work.
Is there a reason *not* to use D3D? Any known issues somewhere down the line?
If you are going to use nGlide, be sure and use the
1.05 version, first of all. NGlide translates all GLIDE calls to D3d (that is its purpose), and all 16-bit depth calls (which is all GLIDE ever supported) to a much more modern 32-bit depths, transparently. Then you can set nGLIDE to run at your native resolution and it will automatically scale your games to run at your native res. For instance, I have a native res of QHD, or 2560x1440, and I set nGlide to open GLIDE games at that res and it does easily. You can also set global refresh rates and gamma and more in nGLIDE. So when you run nGLIDE you are really running a D3d wrapper for GLIDE. There are wrappers that translate GLIDE to OpenGL as the other posters have said. So, just try with both/all wrappers and decide which you think looks and plays better...;) It's nice to have these choices!
Wanted to add, to answer your original question, it's simply a matter of subjective judgement on your part to decide whether you wish to use a D3d or OpenGL GLIDE wrapper or just plain D3d--unless you get problems playing with one or both wrappers that you don't get by running the game in it's native D3d mode, or vice versa, of course.