Quote:Original post by circlesoft
Ok, I ran it on a quad-core Intel 3.2ghz machine
Stop saying that. You make me feel all envious. :)
Quote:Original post by circlesoft
Ok, I ran it on a quad-core Intel 3.2ghz machine
Quote:Original post by ET3DQuote:Original post by circlesoft
Ok, I ran it on a quad-core Intel 3.2ghz machine
Stop saying that. You make me feel all envious. :)
Quote:Original post by circlesoftDoes that beast have hardware D3D10 support? If so, chalk me up for one.
Quote:Original post by jollyjeffers
Does that beast have hardware D3D10 support? If so, chalk me up for one.
Quote:Original post by MastabaYes [smile]
Are you some kind of masochist? As long as release mode works as expected, I'd rather not know the details of what the debugging code was doing, as long as the debugging code worked.
Quote:Original post by circlesoftQuote:Original post by jollyjeffers
Does that beast have hardware D3D10 support? If so, chalk me up for one.
Of course! What kind of scam do you think I'm running here? It even comes with a free copy of Duke Nukem: Forever!
#ifdef _DEBUGclass VertexBuffer{public:HRESULT FreePrivateData(REFGUID refguid);HRESULT GetDesc(D3DVERTEXBUFFER_DESC *pDesc);HRESULT GetDevice(IDirect3DDevice9 **ppDevice);// etc};#elsetypedef IDirect3DVertexBuffer9 VertexBuffer;#endif
Quote:It's mainly because it's poluting my debug output - I can't see a damn thing. The last time I ran this app I counted over 150 lines of "The thread 'Win32 Thread' (0xe04) has exited with code 0 (0x0).".I think you can turn it off.