User Guide
134
NVIDIA Corporation
C
HAPTER
10 Additional Features and Enhancements
both monitors. When this option is disabled, an OpenGL application only
renders on the monitor on which it was started.
• Default color depth for textures determines whether textures of a specific
color depth should be used by default in OpenGL applications.
•
Use desktop color depth will always use textures of the color depth at
which your Windows desktop is currently running.
•
Always use 16 bpp and Always use 32 bpp options forces the use of
textures of the specified color depth, regardless of your desktop settings.
• Buffer flipping mode determines the buffer-flipping mode for full-screen
OpenGL applications. You can select from one of the following methods:
•
Use block transfer is the block transfer method
•
Use page flip is the page flip method.
•
Auto-select allows the driver to determine the best method based on your
hardware configuration.
• Vertical sync lets you specify how vertical synchronization (sync) is handled
in OpenGL.
•
Always off will always disable vertical sync in all OpenGL applications.
•
Off by default will keep vertical sync disabled, unless an application
specifically requests that it be enabled.
•
On by default will keep vertical sync enabled unless an application
specifically requests that it be disabled.
• Anisotropic filtering allows OpenGL to use anisotropic filtering for
improved quality of images.
•
Disabled disables Anisotropic filtering
•
Enabled allows OpenGL to use anisotropic filtering for improved image
quality. Note, however, that enabling this feature improves image quality
but at the expense of performance.
• Use up to _ MB of system memory for textures in PCI mode allows the
graphics processor to utilize up to the specified amount of system memory
for texture storage (in addition to the memory installed on the display adapter
itself). This setting applies only to PCI display adapters (or AGP display
adapters running in PCI compatibility mode).
Note: The maximum amount of system memory that can be reserved for
texture storage is calculated based on the amount of physical RAM
installed in your computer. The more system RAM, the higher the
value you will be able to set.
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