Quote:Original post by S1CAQuote:Original post by MrDoomMaster
Well first of all, I don't even know what the Debug Runtimes are, much less how to use them. I've always based error checking on return values, nothing more.
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Yet, in the DirectX documentation, the only 'reason' listed for failure of DrawPrimitive() is D3DERR_INVALIDCALL, which is absolutely *NO* help at all.
If a Direct3D function returns an error or is the slightest bit unhappy about something, the debug runtime will tell you *why* its unhappy. Here's some information on how to enable the debug runtimes (they're invaluable!):
http://nexe.gamedev.net/directKnowledge/default.asp?p=DebuggingQuote:I suspect submitting a NULL texture pointer to IDirect3DDevice9::SetTexture() may be the source of the problem. Can anyone confirm this?
NULL is actually a valid value for IDirect3DDevice9::SetTexture(), it simply unsets the currently set texture for that texture stage and decrements its reference count (the SetTexture() call with a non-NULL texture pointer increments the reference count for that texture).
By modifying my Direct3D to Debug version instead of retail, does this affect games I have installed? I don't want my video games slowing down because of this.