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 > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

