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Device lost when calling Present

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I''m trying to figure out why i''m getting an hresult code of D3DERR_DEVICELOST only on the initial call to Present. I only get the device lost code when creating a windowed window (I don''t get the device lost code if creating a fullscreen window). It also only happens on the initial call, and rendering seems to work fine anyway, but I''m curious what I''m doing wrong and I just want to make sure everything works smoothly. I''ve posted my visual c++ 6.0 workspace in hopes that someone could help me out. I''m using directx 8.1, so if you''re using 9 or higher, you''ll want to change the lib within the project settings. http://www.illusivestudios.com/d3d8_vc6_workspace.zip Thanks! -Gordon Glas

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Fixed it... I found out my main game loop function was actually being called after closing the app (just after WM_DESTROY, but before WM_QUIT), which was why I was getting D3DERR_DEVICELOST from Present().

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