Value that indicates the amount of dedicated GPU memory.
public static long DedicatedGPUMemorySize64 {get;}
Gets the value that indicates the amount of dedicated GPU memory, in 64-bit format.
using Leadtools;using Leadtools.Codecs;using Leadtools.MedicalViewer;using Leadtools.Medical3D;public void Medical3DControlExample(){StringBuilder stringBuilder = new StringBuilder();stringBuilder.AppendLine("Computer Name: " + Medical3DEngine.ComputerName);stringBuilder.AppendLine("DirectX Version: " + Medical3DEngine.DirectXVersion);stringBuilder.AppendLine("Is Valid DirectX Version: " + Medical3DEngine.IsValidDirectXVersion);stringBuilder.AppendLine("Vertex Shader Available: " + Medical3DEngine.VertexShaderAvailable);stringBuilder.AppendLine("Pixel Shader Available: " + Medical3DEngine.PixelShaderAvailable);stringBuilder.AppendLine("Dedicated GPU Memory Size: " + Medical3DEngine.DedicatedGPUMemorySize);stringBuilder.AppendLine("Shared GPU Memory Size: " + Medical3DEngine.SharedGPUMemorySize);stringBuilder.AppendLine("Dedicated GPU Memory Size (x64): " + Medical3DEngine.DedicatedGPUMemorySize64);stringBuilder.AppendLine("Shared GPU Memory Size (x64): " + Medical3DEngine.SharedGPUMemorySize64);stringBuilder.AppendLine("Maximum 2D Texture Dimension: " + Medical3DEngine.Maximum2DTextureDimension);stringBuilder.AppendLine("Maximum 3D Texture Dimension: " + Medical3DEngine.Maximum3DTextureDimension);stringBuilder.AppendLine("Hardware Shader Available: " + Medical3DEngine.HardwareShaderAvailable);stringBuilder.AppendLine("Texturing Available: " + Medical3DEngine.TexturingAvailable);stringBuilder.AppendLine("Texturing Back Buffer Available: " + Medical3DEngine.TexturingBackBufferAvailable);stringBuilder.AppendLine("Blending Available: " + Medical3DEngine.BlendingAvailable);stringBuilder.AppendLine("Z Operation Available: " + Medical3DEngine.ZOperationAvailable);stringBuilder.AppendLine("Hardware Compatible: " + Medical3DEngine.HardwareCompatible);Console.WriteLine(stringBuilder.ToString());}