Alt+Tabbing fullscreen D3D
It''s an age old question!
Just how much work should I do to make my app alt+tab proof?
My texture manager is now capable of restoring, and reloading any lost textures, and I check that the primary surface, the back buffer and the z-buffer are not lost at the beginning of every frame, yet I still haven''t cracked it.
The program doesn''t crash, but I just get a black screen when I return to it.
I''ll go and experiment with it for a while, but any help in the meantime would be much appreciated.
Cheers
Matt
I had the same problem, you need to use ->reset to restore the screen. If the app returns in a different video mode, you will get a black screen and D3DERR_NOT_RESET errors from your draw and flip functions. Refer to the Donuts3D sample app within the SDK to see how ->Reset should be implemented.
Downloads: ZeroOne Realm
find more info in the DirectX SDK on:
IDirect3DDevice8::TestCooperativeLevel()
and
IDirect3DDevice8::Reset();
IDirect3DDevice8::TestCooperativeLevel()
and
IDirect3DDevice8::Reset();
And after a succesfull Reset() call remember to set render states. Otherwise it''ll still show you black screen.
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