Jump to content
  • Advertisement
Sign in to follow this  
Dookie

Proper presentation parameter settings?

This topic is 4807 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

Alright, this is getting frustratin'. On testing my game on different PC's myself (can't seem to get any beta help anywhere), I accidently found a problem I can't seem to rectify... On my computer, the game works perfectly. But on a friend's and my mom's computer, the game inits D3D fine but crashes with a GPF when a render call is made. Mine and my wife's computers are Windows2000 boxes (game works fine), the PC's at school are Dells running WindowsXP SP2 (game works fine) and my mom's and friend's computers are running WindowsXP SP2 (game crashes when render call is made). Now I don't know why Direct3D initializes fine but then crashes as soon as a render call is made (if( SUCCEEDED( DXStuff->g_pd3dDevice->BeginScene() ) ) ...), so the only thing I can suspect is something with the presentation parameters. Here's what I'm using:
	if (DXStuff->SavedSettings.NoSyncToRefresh)
		DXStuff->d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
	else
		DXStuff->d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
...
...

	if (DXStuff->SavedSettings.IsWindowed)
	{
		DXStuff->d3dpp.Windowed = TRUE;
		DXStuff->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
		DXStuff->d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
	}
	else
	{
		DXStuff->d3dpp.Windowed = FALSE;
		DXStuff->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
		DXStuff->d3dpp.FullScreen_RefreshRateInHz = DXStuff->g_DispMode[ThisSetting].g_DisplayMode.RefreshRate;	// 60;
		DXStuff->d3dpp.BackBufferWidth = DXStuff->g_DispMode[ThisSetting].g_DisplayMode.Width;	// 1024;
		DXStuff->d3dpp.BackBufferHeight = DXStuff->g_DispMode[ThisSetting].g_DisplayMode.Height;	// 768;
		DXStuff->d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
	}
and those are the only settings I'm changing. The Direct3D device is created without error, but as soon as my render call is made BAM! Crash, splat, crunch, curse, yell... Or more specific, 'Your program crashed and needs to be shut down. Windows is creating a report to send to Microsoft.' About those presentation parameters... Are there any more presentation parameters I need to set to get a simple 2D device started? Or does something I'm doing here need to be changed? Sorry if I sound annoyed, but the only way I have to try to fix this problem is to compile a few tests, drive 10 miles to my friend's house (or 25 miles to my mom's house), and test it (and watch it STILL not work). And that test method is gettin' annoying! If you need any more info than what I've posted, let me know and I'll post it. Thanks in advance for the help, and sorry I sound so frustrated. [sad]

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • 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!