d3dpp.AutoDepthStencilFormat=D3DFMT_D32 crashed
every time i try to do:
d3dpp.AutoDepthStencilFormat=D3DFMT_D16;
the program is crashed, why?
Which is it, 16 or 32? What video card do you have? Are you trying to access the stencil buffer?
Mine crashes for 32 only.... And I have a GeForce ti 4600. I guess that just aint good enough LOL.
Just checked the caps on my Geforce4 4600...
It only supports
D3DFMT_D16
D3DFMT_D24S8
D3DFMT_D24X8
Is this standard? What cards support D3DFMT_D32? What aret he two 24bit modes, and how are they different? Lotsa questions...
It only supports
D3DFMT_D16
D3DFMT_D24S8
D3DFMT_D24X8
Is this standard? What cards support D3DFMT_D32? What aret he two 24bit modes, and how are they different? Lotsa questions...
CheckDeviceFormat is useful as an in-app way to validate a specific format request.
Illumini, D24S8 is a 32 bit z buffer composed of 24 bits for the depth data and 8 bits for the stencil data. D24X8 is a 32 bit z buffer composed of 24 bits for the depth data only (no stencil data). D3DFMT_D32 is a 32 bit z buffer with only depth data stored in it.
fyi, my 9700 PRO has the same depth/stencil format caps as your 4600. don''t know if this makes them standard though.
Illumini, D24S8 is a 32 bit z buffer composed of 24 bits for the depth data and 8 bits for the stencil data. D24X8 is a 32 bit z buffer composed of 24 bits for the depth data only (no stencil data). D3DFMT_D32 is a 32 bit z buffer with only depth data stored in it.
fyi, my 9700 PRO has the same depth/stencil format caps as your 4600. don''t know if this makes them standard though.
I thought I''d interject in here that this same think kicked my ass for a long time. :D
Finally I figured out to put the D3DFMT_D24S8
Finally I figured out to put the D3DFMT_D24S8
Using [color=#1C2837][size=2]D3DFMT_D24S8 worked for me too. But it looks like it's a good idea to check the video card to make sure it can support that format, otherwise use a different format.[/size][/color]
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