Hi,
I'm getting a bit of an error, and I haven't had much luck getting a solution on the Net at large. I'd love any ideas you might have!
DepthStencil Buffer must be at least as big as the RenderTarget
This happens when I do this
if(flGraphics){flag |= D3DCLEAR_TARGET;}
if(flZBuffer){flag |= D3DCLEAR_ZBUFFER;}
if(flStencil){flag |= D3DCLEAR_STENCIL;}
pclD3DDevice->Clear(0,0,flag,stColour,1.0f,0);
All the flags are true. The D3D Device has been aimed at
if(FAILED(pstCounter->pstSwapChain->GetBackBuffer(0,D3DBACKBUFFER_TYPE_MONO,&pclSurface))){return(0);}
pclD3DDevice->SetRenderTarget(0,pclSurface);
pclSurface->Release();
Where the pstSwapChain is a D3D swapchain object pointer and is another render window - with identical size to the to the primary window and using a copy of its presentation parameters.
What is weird is that the "main" window (the one that is supplied to CreateDevice) works fine.
I would really appreciate any suggestions,
Thanks
BinaryStylusOur greatest glory lies NOT in never falling, but in rising again - every time we do.Only the dead have seen the end of the war