Hi,
If it helps I have been using this technique for a while and I haven't any
negative comments about this. But I recommend not just offering this option
unless you are sure about your texture requirements (which can be hard
within a DX layer), as when I offered all levels, users just select the top
and then complain performance or sometimes get blank screens, and not
realize that how much VRAM is eaten by this FSAA option.
I also do a check for PCI/AGP installations and then make an assumption on
this for texture upload speed which might right or wrong but so far so good,
maybe somebody else has a view on this.
Hope this helps
Thanks
Mark.
> Here is something to investigate: CGLDescribeRenderer(rend, i,
> kCGLRPMaxSamples, &value);
> It appears to have the kind of info you need. However, looking at the
> most excellent OGL renderer resource
> http://homepage.mac.com/arekkusu/bugs/GLInfo.html
> it appears that the number might need some translation into the 2x 4x
> etc modes. What card do you have that goes to 16? Maybe the number
> returned by kCGLRPMaxSamples can translate into 2^(value)...
>
> I have not used this yet, but I just came across it while thinking
> about your problem. Please let me know if this works for you, as my
> games also need the ability to tell what is valid and not. I also had
> a card that could do them all, so didn't know.
>
> - Dennis
>
> ===================================
> iChat: DrakkenWulf1 (AIM)
> http://DrakkenWulfEnterprises.com
>
>
> On Apr 28, 2005, at 2:07 PM, email@hidden wrote:
>
>> When a graphics card supports multisampling, It is easy enough to
>> implement the multisample environment. Nearly all cards that can do
>> multisample support the 2x and 4x modes. There are 6x 8x and 16x
>> modes. My graphics card supports these modes. It make the scenes look
>> BEAUTIFUL.
>>
>> Now, When my program runs on a machine that only supports a maximum or
>> 4x, how can the program figure out that that is the highest supported
>> multisampling?
>
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