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  spgl/agp memory  (Read 742 times)
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Offline bedelf

Junior Member




Are you suggesting coconuts migrate?


« Posted 2003-05-28 08:43:40 »

Hope your not sick of me yet. Tongue

So I was just creating a sprite and I noticed it threw an exception about some AGPMemory. So I created some and it worked, but I have a few questions about this.

Is this basically an optimization only for nvidia cards and everyone else is using system memory? It says that in the docs but I just ponder on that. Is there not a generic way of allocating video memory?

The point: I'm not really confused so much as wondering what I can do for people with say, ATI cards, and then mabey everyone else.
Offline princec
« League of Dukes »

JGO Kernel


Medals: 196
Projects: 3


Eh? Who? What? ... Me?


« Reply #1 - Posted 2003-05-28 10:50:53 »

It's a bit of a wanky design and it's all nvidia's fault.
No matter. Initialise AGP memory whether you've got Nvidia or not; if not, it just allocates system ram for you instead.

Cas Smiley

Offline bedelf

Junior Member




Are you suggesting coconuts migrate?


« Reply #2 - Posted 2003-05-28 11:49:51 »

I guess I'll add it to the list of things I don't completely understand. Tongue

I'm trying my best to parse your code with my brain to see how I can use it. It seems to me if I wanted an ISO game or anything like that I would have to make some major changes to the sprite engine because of walls obscuring sprites. Luckily for me what I want to do is top-down and I should be able to just USE it. That's the hope anyways. Wink
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