I'm currently looking for a way to reliably get the amount of installed Video RAM in a system. Other information would be great, such as whether it's dedicated or shared, does it support hardware T & L, and so on, but the critical info is the amount. I had some Direct 3D code which gave an approximation, and currently have some Direct Draw code which does likewise, but both methods tend to be off by a few megabytes.
This is for adaptive external texture loading. The rest of the code is done, but this bit is missing. In summary, what I'm doing is reducing the size of external textures to a multiple of the original, based on the amount of video RAM, so that low end support is improved somewhat.
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Update: I've got the video RAM amount using the Direct X Diag COM interface. It's horrible stuff, and stands as one good reason not to use Direct 3D (although in fairness, the main API is nowhere near as bad as this).
I've also written a simple vertex arrays wrapper that uses equivalents of the immediate mode functions for easier porting. It's nice.
Sunday, February 3, 2008
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Posted by
mhquake
at
5:34 PM
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1 comments:
Great stuff, I like all the difference ideas.
I'm glad you are still around the Quake community.
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