I get this with 24 bit mode
but you might want to consider that 640x480 is a rather low screen resolution by todays standard, unless your running somthing stupid like oblivion, which has such stupid requirement its not true!
Theres a problem with selecting a mode automagically, what "score" do you attribute to accumulation buffer v's stencil buffer
I suppose you could do a test render of say 10 frames in each res of 10 different demo scenes, but the fastest might not be the most capable
better to do an Ogre type display choice type dialog, with a simple default mode.
oh and btw the gt6600 isnt exactly cheap so dont think these caps are the norm, they probably aint!
but you might want to consider that 640x480 is a rather low screen resolution by todays standard, unless your running somthing stupid like oblivion, which has such stupid requirement its not true!
Theres a problem with selecting a mode automagically, what "score" do you attribute to accumulation buffer v's stencil buffer
I suppose you could do a test render of say 10 frames in each res of 10 different demo scenes, but the fastest might not be the most capable
better to do an Ogre type display choice type dialog, with a simple default mode.
oh and btw the gt6600 isnt exactly cheap so dont think these caps are the norm, they probably aint!
Color red bits: 5 Color green bits: 6 Color blue bits: 5 Color alpha bits: 0 Depth bits: 24 Stencil bits: 0 Accum red bits: 16 Accum green bits: 16 Accum blue bits: 16 Accum alpha bits: 16 Double buffering supported?: 1 Stereo left/right buffers supported?: 0 Auxiliary buffers available?: 4 Maximum pixel-remap table size: 65536 Maximum texture size: 4096x4096 GraphicsWidth(): 640 GraphicsHeight(): 480 GraphicsDepth(): 16 GraphicsHertz(): 60