OpenGL reporting errors

BlitzMax Forums/BlitzMax OpenGL Programming/OpenGL reporting errors

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Hmm, Chris that's pretty interesting that you get a 16-bit mode using all bits, plus a 24-bit depth buffer and an accumulation buffer, but no stencil and no alpha. It's also interesting to see that you have 4096x4096 texture size, mine is 2048x2048. Also nice that you have 4 aux buffers, mine has none on my better spec'd machine but 4 on my low-spec machine. Seems to be quite variable.

It's kind of strange that you have a 24-bit depth buffer with 16-bit image data, because that's going to be sort of wasteful on memory - although I guess they then use some of the remaining bytes for the accumulation buffer.Good to know that these things are all flexible based on the hardware and so on.

It's also wierd that you have a alpha channel for the accumulation buffer but not for the backbuffer itself. Weird.

I find on my system that opening a 15-bit mode actually does open but its much slower and is more obviously less attractive, while opening a 16-bit mode is much better speed and so on - even though it actually is not 16-bit, it's 15-bit.

Why can't people agree on a standard? lol

I think what I'm going to have to do, instead of seeking out a mode that has all the properties I need for the game, is just give in and adapt the game to do the best it can based on what is available. That means removing some features on lower-spec displays or finding an way to do the same things in other ways. A nice 32-bit screen with stencil and alpha and depth and accum buffers is definitely cream of the crop.

Chris do you have any 24-bit modes on your computer? Could you test what you get in 24-bit?