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n0ob

Direct3D 9 June05 inconsistent behavior w/o vid card..

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I've only had this problem on computers that don't have video cards. First, my program creates an index and vertex buffer and a texture for a test terrain, all in D3DPOOL_MANAGED. Then it loads about 5 .X files using D3DXLoadMeshFromX with the D3DXMESH_SYSTEMMEM flag. It starts drawing the triangle strips of the terrain, but crashes after about 4 strips somewhere deep within DrawIndexedPrimitive. Sometimes the program will actually run as expected though. I tried loading the meshes into D3DPOOL_MANAGED, because my suspicion is that this has to do with a memory error of some sort, since the problem has only been seen on computers without video cards, and if I don't load the meshes the terrain can draw just fine all the time. I really don't think it has to do with my terrain drawing.. but I can be convinced. Any information would be helpful, since I don't have alot of experience with this stuff. Thanks for your time!

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I'm just tossing this out there as an idea (I don't know for sure), but perhaps the use of Meshes requires a video card? That would seem to fit the triggers for your errors..

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Well, the thing is, the computer can actually run the program without the video card, some of the time. I think that if the card didn't support it it would just not work all of the time? Thanks tho.
Another thing is I'm using D3DUSAGE_WRITEONLY for the index/vertex buffers.

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