Omega, Botman, and Commando,

Thanks for the information.  I should have checked that first.  I guess that I was
thrown off by the comment in r_studioint.h: "// True if using D3D/OpenGL".

Sorry for the inconvenience,
-Scott

omega wrote:

> Ehh,
>
> IEngineStudio.IsHardware() == 0, 1, 2
>
> 0 = software, 1 = opengl, 2 = d3d.
>
> -omega
> Blackened Interactive - http://blackened-interactive.com
> Front Line Force - http://www.flfmod.com
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]] On Behalf Of botman
> Sent: November 26, 2002 4:30 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] OpenGL vs D3D
>
> > On the client side, I know that IEngineStudio.IsHardware() can
> determine
> > if the player is using software or hardware modes.  But how can I
> > distinguish between OpenGL and D3D hardware modes?
>
> This was discussed back in May...
>
> http://list.valvesoftware.com/mailman/private/hlcoders/2002-May/003189.h
> tml
>
> http://list.valvesoftware.com/mailman/private/hlcoders/2002-May/003212.h
> tml
>
> The answer was looking for client side CVARs used by OpenGL and/or D3D
> for
> video settings.  I also seem to remember a post that described which
> ones
> they were specifically, but I can't seem to find it right now.
>
> (search for posts in hlcoders and hlds_apps from HoundDawg and you'll
> probably find it).
>
> Jeffrey "botman" Broome
>
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