When I run the app from the debug directory after building it it runs fine (except the alt tab thing).
When I go debug->start, the app just locks up and I have to end task it, I then break in the debugger and I get this:
'RTS Project.exe': Loaded 'D:\Chris\Programming\My Visual Studio Projects\RTS Project\Debug\RTS Project.exe', Symbols loaded.
'RTS Project.exe': Loaded 'C:\WINDOWS\system32\ntdll.dll', No symbols loaded.
'RTS Project.exe': Loaded 'C:\WINDOWS\system32\kernel32.dll', No symbols loaded.
'RTS Project.exe': Loaded 'C:\WINDOWS\system32\d3d9.dll', No symbols loaded.
'RTS Project.exe': Loaded 'C:\WINDOWS\system32\d3d8thk.dll', No symbols loaded.
'RTS Project.exe': Loaded 'C:\WINDOWS\system32\gdi32.dll', No symbols loaded.
'RTS Project.exe': Loaded 'C:\WINDOWS\system32\user32.dll', No symbols loaded.
'RTS Project.exe': Loaded 'C:\WINDOWS\system32\advapi32.dll', No symbols loaded.
'RTS Project.exe': Loaded 'C:\WINDOWS\system32\rpcrt4.dll', No symbols loaded.
'RTS Project.exe': Loaded 'C:\WINDOWS\system32\msvcrt.dll', No symbols loaded.
'RTS Project.exe': Loaded 'C:\WINDOWS\system32\version.dll', No symbols loaded.
'RTS Project.exe': Loaded 'C:\WINDOWS\system32\winmm.dll', No symbols loaded.
'RTS Project.exe': Loaded 'C:\Program Files\Messenger Plus! 3\MsgPlusH.dll', No symbols loaded.
'RTS Project.exe': Loaded 'C:\WINDOWS\system32\comctl32.dll', No symbols loaded.
'RTS Project.exe': Loaded 'C:\WINDOWS\system32\comdlg32.dll', No symbols loaded.
'RTS Project.exe': Loaded 'C:\WINDOWS\system32\SHLWAPI.DLL', No symbols loaded.
'RTS Project.exe': Loaded 'C:\WINDOWS\system32\shell32.dll', No symbols loaded.
'RTS Project.exe': Loaded 'C:\WINDOWS\system32\ole32.dll', No symbols loaded.
'RTS Project.exe': Loaded 'C:\WINDOWS\system32\oleaut32.dll', No symbols loaded.
'RTS Project.exe': Loaded 'C:\WINDOWS\WinSxS\x86_Microsoft.Windows.Common-Controls_6595b64144ccf1df_6.0.2600.1612_x-ww_7c379b08\comctl32.dll', No symbols loaded.
'RTS Project.exe': Loaded 'C:\WINDOWS\system32\d3d9d.dll', No symbols loaded.
Direct3D9: :====> ENTER: DLLMAIN(00d816f0): Process Attach: 00000e40, tid=000008f0
Direct3D9: :====> EXIT: DLLMAIN(00d816f0): Process Attach: 00000e40
Direct3D9: (INFO) :Direct3D9 Debug Runtime selected.
D3D9 Helper: Enhanced D3DDebugging disabled; Application was not compiled with D3D_DEBUG_INFO
Direct3D9: (INFO) :======================= Hal HWVP device selected
Direct3D9: (INFO) :HalDevice Driver style 9
Direct3D9: :Subclassing window 0007057c
Direct3D9: :StartExclusiveMode
Direct3D9: :WM_DISPLAYCHANGE: 1024x768x16
Direct3D9: (WARN) :Ignoring redundant SetRenderState - 7
Direct3D9: (WARN) :Ignoring redundant SetRenderState - 14
Direct3D9: (WARN) :Ignoring redundant SetRenderState - 23
First-chance exception at 0x004bc16e in RTS Project.exe: 0xC0000005: Access violation reading location 0xcdcdcdcd.
Unhandled exception at 0x004bc16e in RTS Project.exe: 0xC0000005: Access violation reading location 0xcdcdcdcd.
The program '[3648] RTS Project.exe: Native' has exited with code 0 (0x0).
Anything useful there.
Here's my full texture code:
//the loadedtexture structurestruct LOADEDTEXTURE { IDirect3DTexture9 *m_texture; //The texture string m_sFilename; //The filename of the texture int m_nWidth; //Width of the texture int m_nHeight; //Height of the texture };//Load texture from filevoid CTextureManager::LoadTexture(string sFilename){ //iterate through texture list list<LOADEDTEXTURE*>::iterator itTextures=m_lstMainTextureList.begin(); while(itTextures!=m_lstMainTextureList.end()) { if((*itTextures)->m_sFilename==sFilename) //texture already loaded, so return g_Log<<"LoadTexture("<<sFilename<<") ALREADY LOADED"<<endl; } //texture is not already loaded, so now a texture can be loaded D3DSURFACE_DESC surfaceDesc; LOADEDTEXTURE *newTexture= new LOADEDTEXTURE; //load texture D3DXCreateTextureFromFileEx(g_pD3DDevice9,sFilename.c_str(),D3DX_DEFAULT,D3DX_DEFAULT,D3DX_DEFAULT,0,D3DFMT_A8R8G8B8,D3DPOOL_MANAGED,D3DX_DEFAULT,D3DX_DEFAULT,0,0,0,&newTexture->m_texture); newTexture->m_texture->GetLevelDesc(0, &surfaceDesc); //store textures filename, height and width newTexture->m_sFilename=sFilename; newTexture->m_nHeight=surfaceDesc.Height; newTexture->m_nWidth=surfaceDesc.Width; //put texture into list m_lstMainTextureList.push_back(newTexture); //texture now loaded g_Log<<"LoadTexture("<<sFilename<<") SUCCEEDED"<<endl; return;}//Clear all texturesvoid CTextureManager::ClearTextures(void){ list<LOADEDTEXTURE*>::iterator itTextures; //iterate through texture list for(itTextures=m_lstMainTextureList.begin();itTextures!=m_lstMainTextureList.end();itTextures++) { //Release texture if ((*itTextures)->m_texture) (*itTextures)->m_texture->Release(); (*itTextures)->m_texture=NULL; //delete loadedtexture object delete (*itTextures); } //Clear entire list m_lstMainTextureList.clear(); g_Log<<endl<<"ClearTextures SUCCEEDED"<<endl;}//Set texturevoid CTextureManager::SetTexture(string sFilename){ //set iterator list<LOADEDTEXTURE*>::iterator itTextures=m_lstMainTextureList.begin(); while(itTextures!=m_lstMainTextureList.end()) { //found texture if((*itTextures)->m_sFilename==sFilename) { //set active texture g_pD3DDevice9->SetTexture(0,(*itTextures)->m_texture); g_Log<<"SetTexture("<<sFilename<<") SUCCEEDED"<<endl; return; } }}
Quote:
Have you got the debug runtimes set to maximum output, and run it's monitoring application in the console (so you can see the debug spew without VStudio)?
Debug runtimes are set to max output. How do I set debugging up porperly (any hints)? Also how do I set up this "monitoring application"?