I’m using VertexArrayRange and AGP memory, and I have this problem:
first, I started my engine on fullscreen or windowed mode, but when I try to switch to windowed (from fullscreen) or viceversa, I can’t get the AGP VAR memory again…
I’m using a ‘Graphics object’, that when it’s created, initializes OpenGL, gets AGP
VAR mem, etc… when I switch to fullscreen or windowed, this object is destroyed (closing OpenGL, feeing any VAR memory I have allocated before, etc) and re-created
(again, initializing OpengGL, and getting VAR mem)…
I’m using it right? or I have to use wglAllocateMemoryNV only, for example, at
the program start?
Why is it that I can get the AGP VAR mem again only when I destroy and re-create my graphic object in the same mode (for example, windowed)…?? and when I change I can’t… Any idea…?
Maybe I’m ignoring some rule about using this extension…
(I forgot to say that I don’t have any problem with VideoMem VAR doing the same things…)
I’m using w2k and VC++ 6.
Well, thanks !