After working on my engine for a while, I finally got to that point where I felt like it was time for a major refactoring!
Cleaning up everything, pointing out the things that work, the things that didn't or the ones that should change, and what not.
Well this got me thinking, one major thing I don't have and really don't know how to do is:
How do you check if a user's hardware can actually handle the OpenGL calls you're using?
Do you call them all on start up and check if you get a OpenGL Error back? (I hope its not something like this)
Or is it automatically done when you make your OpenGL context and target a specific version? Basically you get a guarantee that all the calls for that version are usable. EG I make a context for OpenGL 3.3 giving me guaranteed support for all OpenGL 3.3 and below calls
On a side note, one of my main things is a sprite batcher, which means lots of dynamic data is being sent to the GPU per frame.
So I was wondering what would be a solid performance test? How do I know I'm getting close to that 'magic number' that says "Using what you got now, you really can't do any better"?