Most commonly, however, you??™ll want to use an
AGL ACCELERATED renderer, and keep within its capabilities, to have the best
performance possible. On systems with multiple graphics cards, you might
106 Chapter 7: The AGL API for OpenGL Con?¬?guration
Table 7-3 Tokens for Use with aglDescribeRenderer
Token Description
AGL FULLSCREEN Supports full-screen applications
AGL RENDERER ID Renderer ID value
AGL ACCELERATED Supports hardware acceleration
AGL ROBUST Has no failure mode for lack of resources
AGL BACKING STORE Has copy-on-swap back buffer
AGL WINDOW Supports render-to-window
AGL MULTISCREEN Can support multiple screens with the same AGL
context
AGL COMPLIANT Supports of?¬‚ine pixel-buffer rendering
AGL PBUFFER Supports pbuffer rendering
AGL BUFFER MODES Supports bitwise OR of mono, stereo, single, and
double constants from AGL/agl.h
AGL MIN LEVEL Minimum overlay (or maximum underlay, if negative)
plane value
AGL MAX LEVEL Maximum overlay plane value.
AGL COLOR MODES Supports bitwise OR of color mode constants from
AGL/agl.h color buffers
AGL ACCUM MODES Supports bitwise OR of color mode constants from
AGL/agl.h for accumulation buffers
AGL DEPTH MODES Supports bitwise OR of depth mode constants from
AGL/agl.h
AGL STENCIL MODES Supports bitwise OR of stencil mode constants from
AGL/agl.h
AGL MAX AUX BUFFERS Maximum number of aux buffers supported
AGL VIDEO MEMORY Maximum video memory available to renderer in bytes
AGL TEXTURE MEMORY Maximum texture memory available to renderer in
bytes
prefer to run on the most capable graphics card, or one with which you know
your code performs particularly well.
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