I could also make the program scan all cards only the first time.
When the user has selected the required card, a settingsfile will be generated, where the user's selection is stored.
Next time the game is started, it will check if the file exists, and if it does, load it and skip scanning the cards.
But one more question:
When the user selects a card and resolution, should I immediately select the graphics card, using SetGfxDriver()?
Or is it best to only set the driver when the user clicks the "run game"-button and check if that resolution is supported for that card (and if not, redisplay the interface and give an error-message, stating that the user has to select another resolution)?
Because currently, when the user selects a different driver than the first one, the interface-images should transfer to the new card.
What if the interface is loaded and displayed with a pure 2D card (e.g. onboard gfx-driver), and the user selects it's AGP-card (that was not selected as a default)?
Then all images were loaded into the RAM of the onboard gfxdriver, and when the user selects the other card, it doesn't have anything to display.
Or am I totally wrong here?
I wonder how other games do this.
When the user has selected the required card, a settingsfile will be generated, where the user's selection is stored.
Next time the game is started, it will check if the file exists, and if it does, load it and skip scanning the cards.
But one more question:
When the user selects a card and resolution, should I immediately select the graphics card, using SetGfxDriver()?
Or is it best to only set the driver when the user clicks the "run game"-button and check if that resolution is supported for that card (and if not, redisplay the interface and give an error-message, stating that the user has to select another resolution)?
Because currently, when the user selects a different driver than the first one, the interface-images should transfer to the new card.
What if the interface is loaded and displayed with a pure 2D card (e.g. onboard gfx-driver), and the user selects it's AGP-card (that was not selected as a default)?
Then all images were loaded into the RAM of the onboard gfxdriver, and when the user selects the other card, it doesn't have anything to display.
Or am I totally wrong here?
I wonder how other games do this.