sireric said:Typedef Enum said:Without going into details...
How difficult would it be to "promote" a 16-bit game to 32-bit? Have some sort of "force 32-bit" to be able to enable Anti-aliasing...
On the outside, does that seem like the easier path...? Or are there numerous obstacles in the way to go that route...
It's possible, and that is an option. The biggest obstacle would be the ability of the application to lock the surface -- If they expect to read a 16b surface and get 32b data, that might be a problem
... which is the major reason the design behind D3D sux. I can't see why they still in DX8 use this Lock/Unlock approach. It's more painful to code for and provides no advantage over the passive interface used in OpenGL.