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BeanDog

locking backbuffer in d3d8???!!!

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This call does not fail: g_pB3DApp->d3dDevice->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &g_pB3DApp->Back) But directly after it, this one does: g_pB3DApp->Back->LockRect(&lr, NULL, 0) What gives? I HAVE to have access to the backbuffer. ~BenDilts( void );

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Guest Anonymous Poster
Try LockRect(&lr, NULL, D3DLOCK_NOSYSLOCK).

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have you done this before creating the device?

D3DPRESENT_PARAMETERS d3dpp;
...
d3dpp.Flags = D3DPRESENTFLAG_LOCKABLE_BACKBUFFER;

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