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Present() returning E_FAIL

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Hello, I have an engine running smooth except in a scene I recently created. The problem appears really randomly, whatever windowed or fullscreen. The trouble is that I have present() returning E_FAIL. The SDK's documentation doesn't give any information on what may be the cause of that. Has anyone ever experienced that? thx.

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Enable the DirectX debug runtimes to start getting debug info from DirectX. Once you do that, you'll receive a detailed error message, explaining why it failed, in the Output window (in VS) or the equivalent in another IDE.

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Are you handling lost devices?
This might be the cause as the device might be in a lost state and you have to recover the device.

Read up in the SDK documentation on Lost Devices.

I hope this helps.
Take care.

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Hello,
thanks for answering.

To Sirob:
I wish I could. The crash was occuring until recently in both DX 9 and 8 and since then it has been impossible to make it happen in DX9 and the latest SDK doesn't contain the debug runtime for DX8 (d3d8d.lib). :p

To Armadon:
I handle the device lost case (I wait until D3DERR_DEVICENOTRESET and then I call Reset() with proper parameters). As far as I can remember, the device does not go into D3DERR_DEVICELOST state before the E_FAIL appears.

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This topic is 3776 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

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