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Ilankt

d3dpp.AutoDepthStencilFormat=D3DFMT_D32 crashed

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every time i try to do: d3dpp.AutoDepthStencilFormat=D3DFMT_D16; the program is crashed, why?

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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...

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Guest Anonymous Poster
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.

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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

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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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