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cozzie

(solved) lost device recovery, strange behaviour

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Hi, I'm struggling with implementating lost device catching in combination with alt+tab not working when in debug mode only (working in retail mode). I catch a possible D3DERR_DEVICELOST exception from the 'Present' call in my render function, setting mDeviceLost to true. Here's the code of my WM_ACTIVATE situation (windowproc); [source lang="cpp"] case WM_ACTIVATE: if(LOWORD(wParam) == WA_INACTIVE) { active = false; } else { if(_d3d.mDeviceLost) { if(_d3d.mD3ddev->TestCooperativeLevel() != D3D_OK) { _d3d.ResetDevice(); _d3d.LoadScene(&_scene, &_d3dscene, &_d3dcam); } // Sleep(10); // while(true) // { // HRESULT hr = _d3d.mD3ddev->TestCooperativeLevel(); // if(hr == D3DERR_DEVICENOTRESET) _d3d.ResetDevice(); // if(hr == D3DERR_DRIVERINTERNALERROR) PostQuitMessage(WM_QUIT); // if(hr == D3D_OK) // { // _d3d.LoadScene(&_scene, &_d3dscene, &_d3dcam); // active = true; // break; // } // } } active = true; } break; [/source] The active code is working when in retail mode (not debug), the code now marked as comment is not working (which I would expect). During startup in fullscreen, I also see the following error in my d3d debug (might be causing that alt+tab doesn't work in debug, only in retail mode): Direct3D9: :StartExclusiveMode Direct3D9: :WM_DISPLAYCHANGE: 1600x900x32 Direct3D9: (ERROR) :Lost due to display uniqueness change Any help is appreciated, maybe both questions are strongly related..

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You would consider investigating the DXUT framework.
(not DXUT11, because this version has a weak support of Direct3D9c)

Another option would be asking Microsoft's experts and advanced professionals in that site:
Microsoft's forums

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