Slow quad for gradient background

There is always only one depth buffer, one stencil buffer, and one accumulation buffer.

There is no way to determine when you are using SW rendering, and I do not expect that there ever will be.

  • Matt

I have made a grid of very tiny, very sensitive thermometers which I have pasted on my GPU (with arctic silver of course to aid conduction). I then made a neural net program to repeatedly use all of the opengl functions over and over one at a time and correlate them with the temperature fluctuations on the chip.

I don’t know if it’ll work for everyone, but I use this simple device to tell if any given function is hardware accelerated or not

– Zeno

Just wanted to say thanks to Matt and everyone else who answered all my questions.

Best regards.
-Keith

Originally posted by Relic:
[b]Both wrong, the memory calculation goes like this:
xres * yres * (front_buffer_bytes_per_pixel + back_buffer_bpp + depth_buffer_bpp + stencil_buffer_bpp) here:
1280 * 1024 * (4 + 4 + 3 + 1) = 15 MB

In HighColor it’s:
1280 * 1024 * (2 + 2 + 2 + 0) = 7.5 MB[/b]

silly me throwing around with wrong buffers thx for correction