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What shoud i create in OnD3D9CreateDevice/OnD3D9ResetDevice


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#1 IceBreaker23   Members   -  Reputation: 608

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Posted 16 January 2012 - 01:44 AM

Hi!

I am using DXUT and dx9.
I have an issue with minimizing my fullscreen app and maximize it afterwards. My screen is black after maximizing...
I think that this is an issue with loosing de pd3dDevice, and so i tried to create/initialize everything that uses textures/buffer etc in OnD3D9ResetDevice. But my problem remains.

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#2 Evil Steve   Members   -  Reputation: 1959

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Posted 16 January 2012 - 05:44 AM

Do the debug runtimes give you any useful information? You can enable them from the DirectX control panel in the start menu -> DirectX SDK -> Tools.

Steve Macpherson
Senior programmer, Firebrand Games


#3 mhagain   Crossbones+   -  Reputation: 7822

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Posted 16 January 2012 - 07:57 AM

Most likely cause is that you used GetSurfaceLevel (or GetBackBuffer/GetRenderTarget) but neglected to Release the returned surface afterwards.

A second possibility is that you have some D3DX objects - Sprite, Font or Effect are candidates here - which you haven't called OnLostDevice on.

It appears that the gentleman thought C++ was extremely difficult and he was overjoyed that the machine was absorbing it; he understood that good C++ is difficult but the best C++ is well-nigh unintelligible.


#4 IceBreaker23   Members   -  Reputation: 608

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Posted 16 January 2012 - 11:19 AM

Most likely cause is that you used GetSurfaceLevel (or GetBackBuffer/GetRenderTarget) but neglected to Release the returned surface afterwards.

A second possibility is that you have some D3DX objects - Sprite, Font or Effect are candidates here - which you haven't called OnLostDevice on.

Also Buffers :)

I´ve solved it now. I deleted my camera class in the OnD3D9LostDevice but created it on OnD3D9CreateDevice.
Thank you for your replies! ;)




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