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  GLCapabilitiesChooser: available[] doesn't account for available VRAM?  (Read 689 times)
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Offline EdwinOlson

Senior Newbie

Java games rock!

« Posted 2006-04-18 23:31:33 »


Using today's build of JSR231, I've noticed that some (practically) unusable GLCapabilities appear to be passed to my CapabilitiesChooser as elements of the available[] array. The problem appears to be that I can pick a mode which is impossible due to the VRAM requirements.

glxinfo reports some multisample modes, but I assume my hardware cannot (practically) use them due to my video card's limited VRAM (32MB perhaps?).

My CapabilitiesChooser picks a mode which looks like it'll be great (it doesn't know that VRAM is tight) and then ultimately, an invalid GLContext exception is thrown when the GLCanvas is instantiated.

Is there a way to know how much VRAM is available, or to have my CapabilitiesChooser called again with the invalid mode nulled out?


Offline Ken Russell

JGO Coder

Java games rock!

« Reply #1 - Posted 2006-04-19 08:32:40 »

Currently no.

Note that you get the window system's recommended choice passed to you. You may be able to use this as a hint as to what pixel formats will work well.

You may be able to do somewhat of a hack and create, display and destroy multiple GLCanvases in a loop, using different GLCapabilities but the same GLCapabilitiesChooser, to see what the OS recommends for various display formats.

You may be able to create a 1x1 pbuffer for the purpose of figuring out the GL_VENDOR and using a different code path in yor GLCapabilitiesChooser for certain boards.

The capabilities selection mechanism is one of the areas we hope to work on more after the initial release of JSR-231. Unfortunately there isn't really a good answer for you at this point.
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