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#ActualShenjoku

Posted 11 August 2012 - 06:55 PM

Sure thing. I'm just going to post the parameters being used though since a lot of the initialization stuff is engine code I really shouldn't be posting. Taken directly from the watch window in VC9.

  BackBufferWidth 3862
  BackBufferHeight 1222
  BackBufferFormat D3DFMT_X8R8G8B8
  BackBufferCount 1
  MultiSampleType D3DMULTISAMPLE_NONMASKABLE
  MultiSampleQuality 2
  SwapEffect D3DSWAPEFFECT_DISCARD
  hDeviceWindow 0x000201c2 {unused=0 }
  Windowed 1
  EnableAutoDepthStencil 1
  AutoDepthStencilFormat D3DFMT_D16
  Flags 0
  FullScreen_RefreshRateInHz 0
  PresentationInterval 2147483648

Though these are just the values I'm getting on my system. I can't really know what they are getting, but I don't see any reason it would be different.

I want to remind you also that this is only happening on their computers. We have plenty of other computers running Windows XP and Windows 7 and none of them have issues. So it has to be some hardware limitation but I don't really know where to look for something like that since I'm not really a harware guru or anything.

Also of note is that I thought it might be the AutoDepthStencilFormat, but I already added error checking before setting the value that queries the device via CheckDeviceFormat and CheckDepthStencilMatch to make damn sure it's supported and that isn't failing on their system. Unless my error checking function is broken somehow. I copied it directly from MSDN though:

iTruth mIsDepthFormatSupported(D3DFORMAT adapterFormat, D3DFORMAT renderTargetFormat, D3DFORMAT depthStencilFormat)
{
iTruth result = kFalse;

if (f_pD3D == NULL)
{
   f_pD3D = Direct3DCreate9(D3D_SDK_VERSION);
}

if (f_pD3D != NULL)
{
   // Verify that the depth format exists.
   HRESULT hr = f_pD3D->CheckDeviceFormat(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, adapterFormat,  D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, depthStencilFormat);

   if (SUCCEEDED(hr))
   {
	// Verify that the depth format is compatible.
	hr = f_pD3D->CheckDepthStencilMatch(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, adapterFormat, renderTargetFormat,  depthStencilFormat);

	result = SUCCEEDED(hr);
   }
}
return result;
}

P.S. In case you're wondering about the massive backbuffer size, it's because I have rather large dual monitors and our engine is creating the buffer to fill the entire space in order to avoid having to recreate it every time the window gets resized.

#4Shenjoku

Posted 11 August 2012 - 06:52 PM

Sure thing. I'm just going to post the parameters being used though since a lot of the initialization stuff is engine code I really shouldn't be posting. Taken directly from the watch window in VC9.

  BackBufferWidth 3862
  BackBufferHeight 1222
  BackBufferFormat D3DFMT_X8R8G8B8
  BackBufferCount 1
  MultiSampleType D3DMULTISAMPLE_NONMASKABLE
  MultiSampleQuality 2
  SwapEffect D3DSWAPEFFECT_DISCARD
  hDeviceWindow 0x000201c2 {unused=0 }
  Windowed 1
  EnableAutoDepthStencil 1
  AutoDepthStencilFormat D3DFMT_D16
  Flags 0
  FullScreen_RefreshRateInHz 0
  PresentationInterval 2147483648

Though these are just the values I'm getting on my system. I can't really know what they are getting, but I don't see any reason it would be different.

I want to remind you also that this is only happening on their computers. We have plenty of other computers running Windows XP and Windows 7 and none of them have issues. So it has to be some hardware limitation but I don't really know where to look for something like that since I'm not really a harware guru or anything.

Also of note is that I thought it might be the AutoDepthStencilFormat, but I already added error checking before setting the value that queries the device via CheckDeviceFormat and CheckDepthStencilMatch to make damn sure it's supported and that isn't failing on their system. Unless my error checking function is broken somehow. I copied it directly from MSDN though:

iTruth mIsDepthFormatSupported(D3DFORMAT adapterFormat, D3DFORMAT renderTargetFormat, D3DFORMAT depthStencilFormat)
{
 iTruth result = kFalse;

 if (f_pD3D == NULL)
 {
   f_pD3D = Direct3DCreate9(D3D_SDK_VERSION);
 }

 if (f_pD3D != NULL)
 {
   // Verify that the depth format exists.
   HRESULT hr = f_pD3D->CheckDeviceFormat(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, adapterFormat,  D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, depthStencilFormat);

   if (SUCCEEDED(hr))
   {
    // Verify that the depth format is compatible.
    hr = f_pD3D->CheckDepthStencilMatch(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, adapterFormat, renderTargetFormat,  depthStencilFormat);

    result = SUCCEEDED(hr);
   }
 }
 return result;
}

#3Shenjoku

Posted 11 August 2012 - 06:46 PM

Sure thing. I'm just going to post the parameters being used though since a lot of the initialization stuff is engine code I really shouldn't be posting. Taken directly from the watch window in VC9.

  BackBufferWidth 3862
  BackBufferHeight 1222
  BackBufferFormat D3DFMT_X8R8G8B8
  BackBufferCount 1
  MultiSampleType D3DMULTISAMPLE_NONMASKABLE
  MultiSampleQuality 2
  SwapEffect D3DSWAPEFFECT_DISCARD
  hDeviceWindow 0x000201c2 {unused=0 }
  Windowed 1
  EnableAutoDepthStencil 1
  AutoDepthStencilFormat D3DFMT_D16
  Flags 0
  FullScreen_RefreshRateInHz 0
  PresentationInterval 2147483648

Though these are just the values I'm getting on my system. I can't really know what they are getting, but I don't see any reason it would be different.

I want to remind you also that this is only happening on their computers. We have plenty of other computers running Windows XP and Windows 7 and none of them have issues. So it has to be some hardware limitation but I don't really know where to look for something like that since I'm not really a harware guru or anything.

#2Shenjoku

Posted 11 August 2012 - 06:45 PM

Sure thing. I'm just going to post the parameters being used though since a lot of the initialization stuff is engine code I really shouldn't be posting. Taken directly from the watch window in VC9.

  BackBufferWidth 3862
  BackBufferHeight 1222
  BackBufferFormat D3DFMT_X8R8G8B8
  BackBufferCount 1
  MultiSampleType D3DMULTISAMPLE_NONMASKABLE
  MultiSampleQuality 2
  SwapEffect D3DSWAPEFFECT_DISCARD
  hDeviceWindow 0x000201c2 {unused=0 }
  Windowed 1
  EnableAutoDepthStencil 0
  AutoDepthStencilFormat D3DFMT_UNKNOWN _D3DFORMAT
  Flags 0
  FullScreen_RefreshRateInHz 0
  PresentationInterval 2147483648

Though these are just the values I'm getting on my system. I can't really know what they are getting, but I don't see any reason it would be different.

I want to remind you also that this is only happening on their computers. We have plenty of other computers running Windows XP and Windows 7 and none of them have issues. So it has to be some hardware limitation but I don't really know where to look for something like that since I'm not really a harware guru or anything.

#1Shenjoku

Posted 11 August 2012 - 06:44 PM

Sure thing. I'm just going to post the parameters being used though since a lot of the initialization stuff is engine code I really shouldn't be posting. Taken directly from the watch window in VC9.

  BackBufferWidth 3862
  BackBufferHeight 1222
  BackBufferFormat D3DFMT_X8R8G8B8
  BackBufferCount 1
  MultiSampleType D3DMULTISAMPLE_NONMASKABLE
  MultiSampleQuality 2
  SwapEffect D3DSWAPEFFECT_DISCARD
  hDeviceWindow 0x000201c2 {unused=0 } HWND__ *
  Windowed 1
  EnableAutoDepthStencil 0
  AutoDepthStencilFormat D3DFMT_UNKNOWN _D3DFORMAT
  Flags 0
  FullScreen_RefreshRateInHz 0
  PresentationInterval 2147483648

Though these are just the values I'm getting on my system. I can't really know what they are getting, but I don't see any reason it would be different.

I want to remind you also that this is only happening on their computers. We have plenty of other computers running Windows XP and Windows 7 and none of them have issues. So it has to be some hardware limitation but I don't really know where to look for something like that since I'm not really a harware guru or anything.

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