View Full Version : Accelerated pixel formats ... Tom Nuydens?
Hi all.
I need to find out what accelerated pixel formats are supported on the following card, running 32 bit colour.
TNT2
Geforce 3/4
ATI Radeon
I know the original GLInfo (www.Delphi3D.net) gave a list of accelerated formats in the text report.
If anyone can help out, please post here, or mail to mark.shaxted@virgin.net
Regards
Mark
Tom Nuydens
07-07-2002, 10:34 AM
It seemed slightly overkill to print a list of accelerated pixel formats, since nobody ever really expressed an interest in anything other than the extension lists and the various driver limitations.
I can still get you the original GLinfo if you want. If you can find people who have those video cards (I can provide GF3/4), you can get the lists of pixel formats from them.
-- Tom
Cheers Tom
I already have the software - I just don't have access to anything other than a GeForce DDR/GeForce 2 MX on which to run it.
Anyone else?
>>I need to find out what accelerated pixel formats<<
as in the numbers?
u can loop through them all + see yourself under windows check http://oss.sgi.com/projects/ogl-sample/registry/ARB/wgl_pixel_format.txt
LordKronos
07-08-2002, 03:05 AM
I have a TNT2 Ultra in my second machine (running Win98SE) at home. If you or Tom post a URL for this GLInfo program, I can run it and email/post the results when I stop home for lunch in about 4 or 5 hours.
Here's the link ...
http://www.delphi3d.net/download/glinfo.zip
Cheers
LordKronos
07-08-2002, 08:42 AM
OK, here is what I got. I think I was running 1024x768 32 bit. Im not sure how old the drivers were (of course, I think of all these things when Im not at that machine any more)
---------------------------------------
**************
* GLINFO LOG *
**************
DRIVER INFO
---------------
Vendor : NVIDIA Corporation
Renderer : RIVA TNT2/AGP
Version : 1.2.0
OPENGL CAPABILITIES
-----------------------
Supported extensions:
GL_ARB_multitexture
GL_ARB_texture_env_add
GL_ARB_transpose_matrix
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_compiled_vertex_array
GL_EXT_fog_coord
GL_EXT_packed_pixels
GL_EXT_point_parameters
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_stencil_wrap
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_object
GL_EXT_vertex_array
GL_EXT_vertex_weighting
GL_KTX_buffer_region
GL_NV_blend_square
GL_NV_fog_distance
GL_NV_texgen_reflection
GL_NV_texture_env_combine4
GL_SGIS_multitexture
GL_WIN_swap_hint
WGL_EXT_swap_control
Max. viewport size : 2048x2048
Max. texture size : 1024x1024
Max. modelview stack depth : 32
Max. projection stack depth : 2
Max. texture stack depth : 10
Max. attribute stack depth : 16
Max. name stack depth : 128
Max. display list nesting : 64
Max. evaluator order : 30
Max. number of lights : 8
Max. clipping planes : 6
Max. pixel map size : 65536
Point size range : 1.000 to 63.375
Point size granularity : 0.125
Line width range : 0.500 to 10.000
Line width granularity : 0.125
Number of auxiliary buffers : 0
Bits of sub-pixel precision : 3
ACCELERATED PIXEL FORMATS
-----------------------------
* Render to window; single buffered; RGBA color; color: 32 bpp (R: 8, G: 8, B: 8, A: 8); accumulation: 64 bpp (R: 16, G: 16, B: 16, A: 16); depth: 24 bits; stencil: 0 bits; auxiliary buffers: 0
* Render to window; single buffered; RGBA color; color: 32 bpp (R: 8, G: 8, B: 8, A: 8); accumulation: 64 bpp (R: 16, G: 16, B: 16, A: 16); depth: 24 bits; stencil: 8 bits; auxiliary buffers: 0
* Render to window; double buffered; RGBA color; color: 32 bpp (R: 8, G: 8, B: 8, A: 0); accumulation: 64 bpp (R: 16, G: 16, B: 16, A: 16); depth: 24 bits; stencil: 0 bits; auxiliary buffers: 0
* Render to window; double buffered; RGBA color; color: 32 bpp (R: 8, G: 8, B: 8, A: 8); accumulation: 64 bpp (R: 16, G: 16, B: 16, A: 16); depth: 24 bits; stencil: 0 bits; auxiliary buffers: 0
* Render to window; double buffered; RGBA color; color: 32 bpp (R: 8, G: 8, B: 8, A: 0); accumulation: 64 bpp (R: 16, G: 16, B: 16, A: 16); depth: 24 bits; stencil: 8 bits; auxiliary buffers: 0
* Render to window; double buffered; RGBA color; color: 32 bpp (R: 8, G: 8, B: 8, A: 8); accumulation: 64 bpp (R: 16, G: 16, B: 16, A: 16); depth: 24 bits; stencil: 8 bits; auxiliary buffers: 0
Thank you very much http://www.opengl.org/discussion_boards/ubb/smile.gif
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