--- Lionel Ulmer <[EMAIL PROTECTED]> wrote:
> > So, instead I have a global variable that I access
> > through globalAdjustGLMemory that I use to track
> how
> > must memory DirectX would be expecting the
> textures to
> > be using.
>
> Yeah, this sounds like the hack there is in DDraw to
> make
> So, instead I have a global variable that I access
> through globalAdjustGLMemory that I use to track how
> must memory DirectX would be expecting the textures to
> be using.
Yeah, this sounds like the hack there is in DDraw to make SS2 happy
(basically, it allocated textures and checked that th
--- Lionel Ulmer <[EMAIL PROTECTED]> wrote:
> > Is there somewhere where we can centralise the
> > possibly tracking of video memory and read the
> initial
> > setting from either a configuration file or the
> video
> > cards i2c or registers if available instead of
> hard
> > coding in three+ di
>
> While I agree that we should store in a centralized
> place the amount we
> report to the application to be sure to be coherent,
> I wonder if taking the
> trouble to report the exact amount we have is really
> needed (as the memory
> management of GL and D3D9 differ anyway so the
> memory usa
> Is there somewhere where we can centralise the
> possibly tracking of video memory and read the initial
> setting from either a configuration file or the video
> cards i2c or registers if available instead of hard
> coding in three+ different places?
While I agree that we should store in a centr
--- Raphael <[EMAIL PROTECTED]> wrote:
There's a couple of other places that report the
amount of video memory, GetAvaialbleVideoMemory in
d3d, and static DDHALINFO hal_info in X11ddraw.c
Is there somewhere where we can centralise the
possibly tracking of video memory and read the initial
setti