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Question on some Present Parameters...

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Hi, with the D3DPRESENT_PARAMETERS, I was wondering if it matters what I choose for the: BackBufferFormat, like is there one that I could choose which would work fine with any computer? Right now I'm using D3DFMT_A8R8G8B8, or is there a way of working out what is best for the current computer and AutoDepthStencilFormat, like I'm using D3DFMT_D16, should that be fine displaying on any computer?, or should I use D3DFMT_D32 on computers that support it, else i use D3DFMT_D16? also with the SwapEffect, should I use? btw I'm making a simple strategy game with basic graphics, eg 3d vertices, textures thats all really, in fullscreen mode

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As with Direct3d, or DirectX in general, use the enumerations. Always. That's the bit that actually makes the SDK samples big, but it's good to have. You simply cannot rely on a certain feature or format to be available everywhere.

It's best to have a preferred format, but let the engine be able to autoswitch to another. It shouldn't make too much difference in the end.

I took most of the sample code for my engine, and added some more. On certain computers (esp. laptops) you won't be able to get a windowed hardware acceleration since the desktop color depth does not match. So the engine switches to fullscreen itself.

Every crap machine your game works on is a computer (and player) more for you.

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