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billybob

user's maxIndexedPrmitive?

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You could just get the device caps like so:

D3DCAPS8 capabilities;
Device->GetDeviceCaps(&capabilities);

DWORD MaxPrimitives = capabilities.MaxPrimitiveCount;

That'll tell you a cards maximum primitives.


However, if you mean just in general how many primitives lower cards support, I don't know.

Hope this helps.



"There are only three types of people in this world: those who can count, and those who can't."

Just3D
Justin Nordin
J Squared Productions
www.jsquaredproductions.com

[edited by - Just3D on July 27, 2002 4:37:38 PM]

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i meant like what''s a say, a geforce 256''s count. just wondering what kind of limit there is, because the help file says it like it might be very small, and have to render a ton of triangles.

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I think 0xffff (65535) is a common value, but yeah check the caps of the card and be prepared to downsize accordingly. You app should be flexible that that is no problem - else you''re constraining it too much. Build the engine so it''s quite happy to fill the buffer, render those polys then repeat the whole thing.



Read about my game, project #1



John 3:16

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quote:
Original post by d000hg
I think 0xffff (65535) is a common value, but yeah check the caps of the card and be prepared to downsize accordingly. You app should be flexible that that is no problem - else you''re constraining it too much. Build the engine so it''s quite happy to fill the buffer, render those polys then repeat the whole thing.



Read about my game, project #1



John 3:16

its flexible, and if thats the value, thats good. i thought it would be something like 10000

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