Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

Ilankt

d3dpp.AutoDepthStencilFormat=D3DFMT_D32 crashed

This topic is 2587 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

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

Share this post


Link to post
Share on other sites
Advertisement
Which is it, 16 or 32? What video card do you have? Are you trying to access the stencil buffer?

Share this post


Link to post
Share on other sites
Mine crashes for 32 only.... And I have a GeForce ti 4600. I guess that just aint good enough LOL.

Share this post


Link to post
Share on other sites
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...

Share this post


Link to post
Share on other sites
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.

Share this post


Link to post
Share on other sites
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

Share this post


Link to post
Share on other sites
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]

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!