Re: How to determine maximum frame buffer size?

"Dan Partelly" <[email protected]> Tue, 21 Feb 2006 06:27:24 -0800
Newsgroups gmane.games.devel.opengl
Organization Fat City Network Services, San Diego, California
Message-ID <[email protected]>
You ATI guys should add suport for D24S8 with FBO's yesterday, and fix reading from a multisampled depth buffer.  Im surprised to learn that you care about your driver bugs. Cause it really seemd to 
mein past  you dont care about OpenGL quality of your drivers. Funnt, funny. Nvidia cares much more, and listen even to small devlopers. You should start as well, my last ATI purchase was a R9800
and since then ... 6800 , 7800 GTX ... no more ATI for me.


----- Original Message ----- 
  From: Evan Hart 
  To: Multiple recipients of list OPENGL-GAMEDEV-L 
  Sent: Tuesday, February 21, 2006 4:07 PM
  Subject: RE: How to determine maximum frame buffer size?


   

  Someone helpfully pointed out that I misspelled the contact address. It should be [email protected].

   

   

    -Evan

   


------------------------------------------------------------------------------

  From: [email protected] [mailto:[email protected]] On Behalf Of Evan Hart
  Sent: Tuesday, February 21, 2006 8:27 AM
  To: Multiple recipients of list OPENGL-GAMEDEV-L
  Subject: RE: How to determine maximum frame buffer size?

   

  Sorry for the slow reply, but the spam filter nabbed the first couple posts.

   

  This does sound like a bug, and I would recommend contacting [email protected] with a sample if possible. On that hardware, I would recommend keeping render targets to a size of 2048 or smaller. The hardware size limit is an odd number somewhat larger than that, that I don't remember off the top of my head. Our driver can handle rendering to surfaces larger than the hardware limit, but it has an additional cost. Additionally on that hardware, you will start to run into memory management issues. 

   

    -Evan

   


------------------------------------------------------------------------------

  From: [email protected] [mailto:[email protected]] On Behalf Of Michael I Gold
  Sent: Tuesday, February 21, 2006 8:03 AM
  To: Multiple recipients of list OPENGL-GAMEDEV-L
  Subject: Re: How to determine maximum frame buffer size?

   

  I think EnumDisplaySettings is the right answer but the behavior you observe may be a driver bug.  You should contact ATI for assistance.

  Robin Charlton wrote: 

EnumDisplaySettings does indeed return the available display resolutions and refresh frequencies. But OpenGL is *window* rather than display based and windows can be resized larger than the display.  So the question remains, what's the maximum window size supported by a render context?   -----Original Message-----Behalf Of Laurent AuneauSent: 20 February 2006 18:42To: Multiple recipients of list OPENGL-GAMEDEV-L EnumDisplaySettings will do the job. You'll get resolution, frequency and color depth supported by your video card and monitor.   Laurent.  -----Message d'origine-----De : [email protected] [mailto:[email protected]] De la part de Robin Charlton Envoyé : lundi 20 février 2006 19:02 À : Multiple recipients of list OPENGL-GAMEDEV-L Objet : How to determine maximum frame buffer size? On MS Windows XP, is there a way to detemine the maximum permitted dimensions of a window that can have a rendering context?  All I can find is GL_MAX_VIEWPORT_DIMS which returns 4096 x 4096 - a size which causes the driver to hang after a call to glClear. I'm running on a RADEON 9700 PRO x86/MMX/3DNow!/SSE 2.0.5646 WinXP Release. All help appreciated!-Robin Charlton -----FAQ and OpenGL Resources at:  http://www.geocities.com/SiliconValley/Hills/9956/OpenGL --Author: Robin Charlton  INET: [email protected] Fat City Hosting, San Diego, California -- http://www.fatcity.com---------------------------------------------------------------------To REMOVE yourself from this mailing list, send an E-Mail messageto: [email protected] (note EXACT spelling of 'ListGuru') and in the message BODY, include a line containing: UNSUB OPENGL-GAMEDEV-L (or the name of mailing list you want to be removed from).  You may also send the HELP command for other information (like subscribing).  -----FAQ and OpenGL Resources at:  http://www.geocities.com/SiliconValley/Hills/9956/OpenGL --Author: Laurent Auneau  INET: [email protected] Fat City Hosting, San Diego, California -- http://www.fatcity.com---------------------------------------------------------------------To REMOVE yourself from this mailing list, send an E-Mail messageto: [email protected] (note EXACT spelling of 'ListGuru') and in the message BODY, include a line containing: UNSUB OPENGL-GAMEDEV-L (or the name of mailing list you want to be removed from).  You may also send the HELP command for other information (like subscribing).  This message has been scanned for viruses by MailController - www.MailController.altohiway.com      ----- FAQ and OpenGL Resources at:  http://www.geocities.com/SiliconValley/Hills/9956/OpenGL