Thread: [GD-Windows] graphics card capabilities
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From: Brett B. <res...@ga...> - 2004-10-18 04:39:51
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Is there a repository somewhere online that lists the different graphic card models, their capabilities and the PS, VS version they support? I can't seem to find it but I remember somebody mentioning that something like this was available I thought. Thanks |
From: Ali F <ali...@gm...> - 2004-10-18 08:26:21
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http://d3dcaps.chris.dragan.name/d3dcaps.web http://www.techlogic.ca/directx/caps/query.mv On Mon, 18 Oct 2004 12:43:39 +0800, Brett Bibby <res...@ga...> wrote: > Is there a repository somewhere online that lists the different graphic card > models, their capabilities and the PS, VS version they support? I can't > seem to find it but I remember somebody mentioning that something like this > was available I thought. > Thanks > > ------------------------------------------------------- > This SF.net email is sponsored by: IT Product Guide on ITManagersJournal > Use IT products in your business? Tell us what you think of them. Give us > Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find out more > http://productguide.itmanagersjournal.com/guidepromo.tmpl > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=555 > |
From: Dan T. <da...@ar...> - 2004-10-20 16:40:08
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Along the same note, is there somewhere that lists out what a DirectX8 level card, and a DirectX9 level card is required to have? Google has failed me... -Dan Ali F wrote: >http://d3dcaps.chris.dragan.name/d3dcaps.web >http://www.techlogic.ca/directx/caps/query.mv > > >On Mon, 18 Oct 2004 12:43:39 +0800, Brett Bibby <res...@ga...> wrote: > > >>Is there a repository somewhere online that lists the different graphic card >>models, their capabilities and the PS, VS version they support? I can't >>seem to find it but I remember somebody mentioning that something like this >>was available I thought. >>Thanks >> >>------------------------------------------------------- >>This SF.net email is sponsored by: IT Product Guide on ITManagersJournal >>Use IT products in your business? Tell us what you think of them. Give us >>Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find out more >>http://productguide.itmanagersjournal.com/guidepromo.tmpl >>_______________________________________________ >>Gamedevlists-windows mailing list >>Gam...@li... >>https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows >>Archives: >>http://sourceforge.net/mailarchive/forum.php?forum_id=555 >> >> >> > > >------------------------------------------------------- >This SF.net email is sponsored by: IT Product Guide on ITManagersJournal >Use IT products in your business? Tell us what you think of them. Give us >Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find out more >http://productguide.itmanagersjournal.com/guidepromo.tmpl >_______________________________________________ >Gamedevlists-windows mailing list >Gam...@li... >https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows >Archives: >http://sourceforge.net/mailarchive/forum.php?forum_id=555 > > > > |
From: Jon W. <hp...@mi...> - 2004-11-03 18:22:31
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Here's a question on Visual Studio 2003. We're using native C++, and building a number of libraries. One of these libraries has gotten "stuck" in its dependency chain, and keeps re-linking (but not re-building any sources) each time I try to run the project. On UNIX, I would run make with the debug flag, and it would spit out its dependency tree so I could figure out how I got into this state and fix it. Is there a similar flag to Visual Studio 2003 so I can figure out where this is coming from? FWIW, the library in question is STLPort, but I doubt that has any significance. Cheers, / h+ |
From: Simon O'C. <si...@sc...> - 2004-11-03 18:37:51
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Project -> Properties -> Configuration Properties -> Linker -> General -> Change "Show Progress" to "Display All Progress Messages (/VERBOSE)" Cheers, Simon. > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...] On > Behalf Of Jon Watte > Sent: 03 November 2004 18:22 > To: gam...@li... > Subject: RE: [GD-Windows] graphics card capabilities > > > Here's a question on Visual Studio 2003. We're using native > C++, and building a number of libraries. One of these > libraries has gotten "stuck" in its dependency chain, and > keeps re-linking (but not re-building any sources) each time > I try to run the project. > > On UNIX, I would run make with the debug flag, and it would > spit out its dependency tree so I could figure out how I got > into this state and fix it. Is there a similar flag to Visual > Studio 2003 so I can figure out where this is coming from? > > FWIW, the library in question is STLPort, but I doubt that > has any significance. > > Cheers, > > / h+ > > > > ------------------------------------------------------- > This SF.Net email is sponsored by: > Sybase ASE Linux Express Edition - download now for FREE > LinuxWorld Reader's Choice Award Winner for best database on Linux. > http://ads.osdn.com/?ad_id=5588&alloc_id=12065&op=click > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=555 > > --- > Incoming mail is certified Virus Free. > Checked by AVG anti-virus system (http://www.grisoft.com). > Version: 6.0.788 / Virus Database: 533 - Release Date: 01/11/2004 > > --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.788 / Virus Database: 533 - Release Date: 01/11/2004 |
From: Jon W. <hp...@mi...> - 2004-11-03 22:14:09
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Thanks for the suggestion. Unfortunately, that only shows the linker display. The problem is that DEVENV decides to call the linker in the first place. Thus, I need devenv itself (not one of the tools) to print out a list of which targets depend on what other targets, and which ultimate root is deemed newer than the build target. I e, something akin to "make -d" on UNIX. I did figure out that it's a .rc file that keeps getting re- built into a .res file, even though the .res file already exists and is newer than the .rc file. I also am told that in devenv, it's up to each tool to do dependency checking, rather than have the hosting IDE do it. Thus, could this be a problem with the dependency checking in rc.exe? (We're using /fo to rename the output file -- I'll go check on this a bit) Cheers, / h+ -----Original Message----- From: gam...@li... [mailto:gam...@li...]On Behalf Of Simon O'Connor Sent: Wednesday, November 03, 2004 10:38 AM To: gam...@li... Subject: RE: [GD-Windows] graphics card capabilities Project -> Properties -> Configuration Properties -> Linker -> General -> Change "Show Progress" to "Display All Progress Messages (/VERBOSE)" Cheers, Simon. |
From: Alen L. <ale...@cr...> - 2004-11-04 08:00:58
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Maybe not directly related to your original question, but some time ago we've switched over to Jam for dependencies, and never looked back since. If you need to keep track of several different platforms and configurations, Jam is a breeze, because you can write your own rules, so for us, per-project jamfiles are about 10 lines long; and they compile transparently on Win32, Xbox and Linux for now. So we work in devenv, but all projects are makefile projects handled by jam. I'd never want to click over all those property sheets again. :) Just my 0.02 cents, Alen ----- Original Message ----- From: "Jon Watte" <hp...@mi...> To: <gam...@li...> Sent: Wednesday, November 03, 2004 22:14 Subject: [GD-Windows] DEVENV dependency display > > Thanks for the suggestion. Unfortunately, that only shows the > linker display. The problem is that DEVENV decides to call the > linker in the first place. Thus, I need devenv itself (not one > of the tools) to print out a list of which targets depend on > what other targets, and which ultimate root is deemed newer > than the build target. > > I e, something akin to "make -d" on UNIX. > > I did figure out that it's a .rc file that keeps getting re- > built into a .res file, even though the .res file already > exists and is newer than the .rc file. I also am told that in > devenv, it's up to each tool to do dependency checking, rather > than have the hosting IDE do it. Thus, could this be a problem > with the dependency checking in rc.exe? (We're using /fo to > rename the output file -- I'll go check on this a bit) > > Cheers, > > / h+ > > > -----Original Message----- > From: gam...@li... > [mailto:gam...@li...]On Behalf Of > Simon O'Connor > Sent: Wednesday, November 03, 2004 10:38 AM > To: gam...@li... > Subject: RE: [GD-Windows] graphics card capabilities > > > > Project -> Properties -> > > Configuration Properties -> Linker -> General -> > > Change "Show Progress" to "Display All Progress Messages (/VERBOSE)" > > > Cheers, > > Simon. > > > > ------------------------------------------------------- > This SF.Net email is sponsored by: > Sybase ASE Linux Express Edition - download now for FREE > LinuxWorld Reader's Choice Award Winner for best database on Linux. > http://ads.osdn.com/?ad_id=5588&alloc_id=12065&op=click > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=555 > |
From: Jon W. <hp...@mi...> - 2004-11-10 01:01:08
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While we're on the subject of DEVENV inadequacies: Has anyone else noticed that the error reporting for template usage errors has significant bugs? Specifically, it seems to cause crashes in the actual error reporting, which gets caught and reported as an internal compiler error (msc1.cpp lie 2701). When you have templates that work fine in GCC, and seem to be totally legal, but get this internal compiler error from CL, it's pretty darn annoying. What can I do about it? (I mean, apart from voting on LadyBug, which I've already done) Cheers, / h+ |
From: Jamie F. <ja...@qu...> - 2004-11-10 12:05:17
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error reporting on template stuff has always been a bit flaky on MS stuff. Best approach i've found so far is: if you get that error, and there's a template nearby, assume you've got a bug in your template code somewhere. Binary search your code for the thing that's causing the compiler to barf (#ifdef 0 bits of it out). Pin down bug, fix it, move on. Far from ideal. If anyone has a better solution, i'd love to hear it :) Jamie -----Original Message----- From: gam...@li... [mailto:gam...@li...]On Behalf Of Jon Watte Sent: 10 November 2004 01:01 To: gam...@li... Subject: [GD-Windows] DEVENV template error crashes While we're on the subject of DEVENV inadequacies: Has anyone else noticed that the error reporting for template usage errors has significant bugs? Specifically, it seems to cause crashes in the actual error reporting, which gets caught and reported as an internal compiler error (msc1.cpp lie 2701). When you have templates that work fine in GCC, and seem to be totally legal, but get this internal compiler error from CL, it's pretty darn annoying. What can I do about it? (I mean, apart from voting on LadyBug, which I've already done) Cheers, / h+ ------------------------------------------------------- This SF.Net email is sponsored by: Sybase ASE Linux Express Edition - download now for FREE LinuxWorld Reader's Choice Award Winner for best database on Linux. http://ads.osdn.com/?ad_id=5588&alloc_id=12065&op=click _______________________________________________ Gamedevlists-windows mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=555 |
From: Jon W. <hp...@mi...> - 2004-11-10 17:07:17
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> error reporting on template stuff has always been a bit flaky on MS stuff. > Best approach i've found so far is: if you get that error, and there's a > template nearby, assume you've got a bug in your template code somewhere. > Binary search your code for the thing that's causing the compiler to barf > (#ifdef 0 bits of it out). Pin down bug, fix it, move on. Far from ideal. If > anyone has a better solution, i'd love to hear it :) So I already did that. In fact, I already piped the code through GCC to find what the problem is, and GCC liked it just fine. I'm pasting the repro case below. Note that blind random fiddling found that removing the (redundant) "virtual" from the declaration of Derived::someFunction will avoid the internal compiler error, although it took quite a while to get to that point from the initial C1001. Also, I tried to report this simple repro case on the MSDN LadyBug site, but it appears they don't accept bug reports for their currently active released products (MSVC 2003) -- only for their current beta 2005. I'm not about to download and install a beta product just to report a bug I've found in their shipped product, because I'm trying to get MY job done, not theirs. I find their approach to customer support more than a little arrogant in cases like these... Cheers, / h+ template< class From, class To, void (From::* Func)( To * ) > class RefPointer { public: RefPointer() { from_ = 0; to_ = 0; } void setThisPointer( From * from ) { from_ = from; } void setPointer( To * to ) { to_ = to; } void onTermination() { (from_->*Func)( to_ ); to_ = 0; } From * from_; To * to_; }; class FirstBase { public: virtual void whatever() = 0; }; class Base { public: virtual void someFunction( FirstBase * ) = 0; }; class Derived : private Base { public: virtual void someFunction( FirstBase * ); typedef RefPointer< Derived, FirstBase, &Derived::someFunction > SomePtr; }; int main() { Derived::SomePtr p; return 0; } |
From: Jon W. <hp...@mi...> - 2004-11-11 19:49:38
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The conclusion: This reproduces in .NET 2005 beta. A bug is filed. Two work-arounds apparently exist: - disable minimal re-build - remove the redundant "virtual" declaration in the derived class Several people have offered help and suggestions off-list, and I thank you all for it! Cheers, / h+ -----Original Message----- From: gam...@li... [mailto:gam...@li...]On Behalf Of Jon Watte Sent: Wednesday, November 10, 2004 9:07 AM To: gam...@li... Subject: RE: [GD-Windows] DEVENV template error crashes > error reporting on template stuff has always been a bit flaky on MS stuff. > Best approach i've found so far is: if you get that error, and there's a > template nearby, assume you've got a bug in your template code somewhere. > Binary search your code for the thing that's causing the compiler to barf > (#ifdef 0 bits of it out). Pin down bug, fix it, move on. Far from ideal. If > anyone has a better solution, i'd love to hear it :) So I already did that. In fact, I already piped the code through GCC to find what the problem is, and GCC liked it just fine. I'm pasting the repro case below. Note that blind random fiddling found that removing the (redundant) "virtual" from the declaration of Derived::someFunction will avoid the internal compiler error, although it took quite a while to get to that point from the initial C1001. Also, I tried to report this simple repro case on the MSDN LadyBug site, but it appears they don't accept bug reports for their currently active released products (MSVC 2003) -- only for their current beta 2005. I'm not about to download and install a beta product just to report a bug I've found in their shipped product, because I'm trying to get MY job done, not theirs. I find their approach to customer support more than a little arrogant in cases like these... Cheers, / h+ template< class From, class To, void (From::* Func)( To * ) > class RefPointer { public: RefPointer() { from_ = 0; to_ = 0; } void setThisPointer( From * from ) { from_ = from; } void setPointer( To * to ) { to_ = to; } void onTermination() { (from_->*Func)( to_ ); to_ = 0; } From * from_; To * to_; }; class FirstBase { public: virtual void whatever() = 0; }; class Base { public: virtual void someFunction( FirstBase * ) = 0; }; class Derived : private Base { public: virtual void someFunction( FirstBase * ); typedef RefPointer< Derived, FirstBase, &Derived::someFunction > SomePtr; }; int main() { Derived::SomePtr p; return 0; } ------------------------------------------------------- This SF.Net email is sponsored by: Sybase ASE Linux Express Edition - download now for FREE LinuxWorld Reader's Choice Award Winner for best database on Linux. http://ads.osdn.com/?ad_id=5588&alloc_id=12065&op=click _______________________________________________ Gamedevlists-windows mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=555 |
From: Rob C. <r.j...@vi...> - 2004-10-18 09:40:53
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there is also http://www.delphi3d.net/hardware/index.php for opengl caps -- rob ----- Original Message ----- From: "Brett Bibby" <res...@ga...> To: <Gam...@li...> Sent: Monday, October 18, 2004 5:43 AM Subject: [GD-Windows] graphics card capabilities | Is there a repository somewhere online that lists the different graphic card | models, their capabilities and the PS, VS version they support? I can't | seem to find it but I remember somebody mentioning that something like this | was available I thought. | Thanks | | | | ------------------------------------------------------- | This SF.net email is sponsored by: IT Product Guide on ITManagersJournal | Use IT products in your business? Tell us what you think of them. Give us | Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find out more | http://productguide.itmanagersjournal.com/guidepromo.tmpl | _______________________________________________ | Gamedevlists-windows mailing list | Gam...@li... | https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows | Archives: | http://sourceforge.net/mailarchive/forum.php?forum_id=555 |
From: mike w. <mi...@ge...> - 2004-10-18 23:17:52
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Slashdot just posted a site that compared 101 graphics cards http://www.ixbt-labs.com/articles2/over2k4/index.html it's not a specific list of the bits that each card supports, but it might be a good starting point... Brett Bibby wrote: > Is there a repository somewhere online that lists the different graphic > card models, their capabilities and the PS, VS version they support? I > can't seem to find it but I remember somebody mentioning that something > like this was available I thought. > Thanks > > > ------------------------------------------------------- > This SF.net email is sponsored by: IT Product Guide on ITManagersJournal > Use IT products in your business? Tell us what you think of them. Give us > Your Opinions, Get Free ThinkGeek Gift Certificates! Click to find out more > http://productguide.itmanagersjournal.com/guidepromo.tmpl > _______________________________________________ > Gamedevlists-windows mailing list > Gam...@li... > https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=555 > > |