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D3D SetViewport problem

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I'm trying to handle window resizing by just changing the DX objects that need to be changed, instead of shutting down and reinitializing everything. Everything works fine, except that I can't resize the viewport. --- g_Device3D->SetRenderTarget( newBackBuf, NULL ); D3DVIEWPORT2 vpData; vpData.dwSize = sizeof( vpData ); vpData.dwWidth = newX; vpData.dwHeight = newY; vpData.dvClipX = -1.0f; vpData.dvClipWidth = 2.0f; vpData.dvClipY = 1.0f; vpData.dvClipHeight = 2.0f; vpData.dvMinZ = 0.0f; vpData.dvMaxZ = 1.0f; hr = g_Viewport->SetViewport2( &vpData ); if ( FAILED( hr ) ) ReportMessage( DDErrorString( hr ) ); --- I get a DDERR_INVALIDPARAMS error here, but this is an almost exact copy of the code from my InitDirect3D function, which works fine. What's going on? -Sirius Confucius say: Do not disturb sleeping dragon, for you are crunchy and will taste good with ketchup. Edited by - Sirius on 5/10/00 9:26:34 PM

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Are you using DirectX 7? It''s way better.


// create a 640x480 viewport
D3DVIEWPORT7 vp = { 0, 0,
640, 480,
0.0f, 1.0f

hr = d3d_device->SetViewport(&vp);

if( FAILED(hr) )
return hr;

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