Advertisement Jump to content


This topic is now archived and is closed to further replies.


Debugging D3D

This topic is 6585 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

When I debug D3D in VC++ (I have the retail versions of the API), BeginScene Fails. However, when I run it right out, not debugging, it is fine. I need to see the values that are being passed to DrawPrimitive (i.e. the vertices), but can''t do this when BeginScene Fails. Is this common? How do I fizx this. Note: BeginScene Fails becuase the surfaces were lost.

Share this post

Link to post
Share on other sites
If you use remote/network debugging (which is provided with VC++) when a breakpoint is reached, the program is stopped, and the debug display is displayed on the other machine in the network. You could also use dual monitor debugging, or you could record everything in logfiles (only works to a certain extent).

Just because you''re outnumbered doesn''t mean you''re wrong.

Share this post

Link to post
Share on other sites

  • Advertisement

Important Information

By using, you agree to our community Guidelines, Terms of Use, and Privacy Policy. is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!