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Direct3D 8.1 Clear triggers D3DERR_INVALIDCALL

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hey, here is my Clear function calling which drops error: Clear (0, nil, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1, 0); Z buffer is enabled. Actualy, normally it does work, but now that I set a surface to render to, it fails. I heard I should attach a zbuffer or stencil buffer to this 2nd surface, but how?

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It returns D3DERR_INVALIDCALL because the render target you're Clear()ing doesn't have a z-buffer attached to it. You need to attach one with a call to SetDepthStencilSurface() (At least that's what you do in DX9, it's probably the same in DX8).

Out of interest, why are you using DX8?

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on another way:

Device->CreateDepthStencilSurface (ResolutionX,ResolutionY, D3DFMT_D16, D3DMULTISAMPLE_NONE, newstencil)

and

Device->SetRenderTarget (3rdSurface, newstencil)
drawings
Device->SetRenderTarget (BackBuffer, 0)

I get a little "crashed" image, it looks as if I didnt clear something. I clear like this:

Clear (0,null, D3DCLEAR_ZBUFFER | D3DCLEAR_TARGET, 0x000000, 1, 0)

and no change. Without setting "newstencil", it worked good.

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This topic is 2811 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

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