Re: [AD] mode list patch committed.

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In article <01061013414900.01310@xxxxxxxxxx>, Henrik Stokseth
<hstokset@xxxxxxxxxx> writes
>BTW! would you like this function to check if there is enough video memory to 
>set the desired mode? this will of course rely on the driver ALWAYS reporting 
>the correct amount of memory, which IIRC is not always the case.

I would probably support this. It seems cleaner to determine the amount
of video RAM and, from that, choose the graphics mode and method (ie.
are sprites kept in video RAM? etc). There is also no portable way of
doing this, and abstraction through Allegro would provide this.

eg:

  Memory free      Graphics method        Video sprites
    1Mb              Dirty rectangles       0
    2Mb              Double buffered        16
    4Mb              Triple buffered        96
    8Mb+             Triple buffered        1024

There wouldn't be any easy way of getting these numbers without setting
the mode and then trying to allocate all the relevant bitmaps, which
could lead to multiple mode sets (ugly).

Bye for now,
- -- 
Laurence Withers, lwithers@xxxxxxxxxx
                http://www.lwithers.demon.co.uk/

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