Original Post
I''ve been working on a game using the Sprite class in managed Direct3D. Well, it was working just fine on my desktop computer but when I tried moving it over to my new laptop to work on it all of my TextureLoader.FromStream() calls fail. At first I though maybe it was having trouble loading the larger textures because the laptop has 32MB of video memory and the desktop has 64MB, but I commented out the others and left a couple 16x16 textures and those fail too. I checked the device caps and it supports the same formats that my desktop card does. Anyone have an idea of what could make a function call like this fail from one machine to another? Thanks for any ideas.
Public Shared Function Init(ByRef dev As Device, ByRef image As Stream) As Boolean
theSprite = New Sprite(dev)
srcTexture = TextureLoader.FromStream(dev, image, 0, 0, 0, Usage.Dynamic, Format.Unknown, Pool.Default, Filter.None, Filter.None, Color.Pink.ToArgb)
End Function