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Releasing D3D with dual monitors

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Hello, I''m pretty new to Direct3D so the solution is pretty simple but if anyone could shed some light on this, that would be great. I''m using D3D8 in fullscreen mode on a second monitor and having the problem that when I release the d3d device, I believe that it is releasing the display, but my windows desktop is not refreshed. Instead, either the scene I was presenting is left on-screen, or my screen turns bright pink or bright green which is the default garbage the back buffer is set to since I''m using swap effect discard. If I use a different screen resolution/bit depth than the monitor''s current resolution/bit depth, then at the moment I release the d3d device, the screen resolution changes back to what it was before, and the previous windows desktop is restored (everything works fine). But if I use the same screen resolution for my 3D scene as the monitor was in before, the windows desktop is not restored and I get the problem I mentioned above. If, however, I then hit windows-D (show desktop), I do get my desktop back. Perhaps I''m not releasing in the correct order. I''m releasing in the order: textures, back_buffer (I''m using 2D and 3D graphics so I have a backbuffer COM pointer), d3d_device, d3d object. Is there a way to tell windows to redraw the screen? Has anyone else run into this issue? I''m very grateful for any help.

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