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Neo3D3D

Problem with Debug Output

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g.GeneralDX.device8->DrawPrimitiveUP (D3DPT_LINELIST, 1, &LineV[0], sizeof(LineV));
 
This code works fine if I set the Debug output in the DirectX configuration window in control panel to Less. But if I put it higher, lets say More, It crashes on this line. Any ideas why this may be caused? Im using DX8.1 SDK and VC++6. The directx version is set to debug, also the input and everything else.

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The higher the debug output level, the more things D3D checks for correctness.

In what way does it crash ?

Is there anything output to the debug output window ?


--
Simon O''Connor
Creative Asylum Ltd
www.creative-asylum.com

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There is an output, but im not using vertex shaders like it is saying:

Direct3D8: (ERROR) :*** Exception in d:\builds\nt32_chk\multimedia\directx\dxg\d3d8\fe\vshader.cpp Line: 664


Also there are a lot of renderstate reductant warns.

[edited by - Neo3D3D on June 30, 2002 7:39:04 AM]

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Hit F5 a couple more times, you should see a sensible error message.

[edited by - IndirectX on June 30, 2002 8:51:38 AM]

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How is the LineV array defined ?

Is it something like:

MYVERTEX LineV[2];

Where 2 is the number of vertices in the array ?

If so, your stride is wrong. The stride should be the size of *ONE* vertex. In the code you posted, sizeof(LineV) is the size of the whole LineV array!! In my example above that''s 2*sizeof(MYVERTEX).

The stride should be: sizeof(MYVERTEX)


As IndirectX suggested, the D3D runtime will no doubt be telling you this somewhere in the debug output if you put the output level to maximum.

--
Simon O''Connor
Creative Asylum Ltd
www.creative-asylum.com

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