Game Development Community

Scannig for TnL support

by Diogo de Andrade · in Technical Issues · 03/12/2001 (10:26 am) · 4 replies

Hello all!

I'm trying, in DX8, to find out if the card the user is running the app has TnL support... Is there any way to do this, besides trying to initialize it and if it fails, fall back ?

Diogo de Andrade
diogo@visualis.ist.utl.pt

#1
03/12/2001 (12:06 pm)
It might be under the caps for that device, not sure though, never had to do it before, might look at it today.
#2
03/12/2001 (1:47 pm)
I've not worked with Direct 3D, so if it already doesn't do this, it would behoove you greatly to do it yourself. Create the higher level parts of your 3d pipeline, so that it doesn't matter if there is hardware T&L support or not, with this kind of modular, isolated design, you can easily do things like switch rendering from D3D to OpenGL as the user wishes and not have to worry much about it at all. Object orented ;-)
#3
03/14/2001 (10:46 am)
TnL support is not on the caps of the D3D object... The D3DDevice has that cap, but that doesn't solve my problem... :\

Pat: I already do that, and I'm not seeing the relevance of that comment... I want to know if the hardware has TnL to know if I enable it or not, inside my DX graphics object (I have an OpenGL graphic object also). If I don't know if the graphic card has TnL, I must try to enable it to see if it fails. Then, I know... But I don't like this kind of sloppy process of finding something out... But it can be done like this...
#4
03/16/2001 (9:14 am)
you can get the device cap _before_ you create the device.

as long as you have the valid pointer to the Direct3D8, you can get the video card cap from there by specified the card_id. once done, you can decide whether to choose SOFTWAREVERTEXPROCESS or HARDWAREVERTEXPROCESS or MIX_mode.