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george7378

Lost devices with meshes and textures

4 posts in this topic

Hi everyone,

 

I've managed to get some code running to handle lost devices - it works, in that the fullscreen program reloads and renders again, but it also causes the scene to look very strange (flat and disjointed with no alpha blending and a limited draw distance). So my question is - what exactly do I need to do with my mesh and texture resources when I reset the device? Fonts and things like that are OK because you can just use font->OnLostDevice() and font->OnResetDevice() to fix them. Do I need to release() the meshes and textures? How do I reload them?

 

Thanks a lot!

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OK, never mind - I don't think I was resetting enough stuff! I made it so that my onResetDevice() function resets everything to the state it's set to when the device is created in the first place. i.e. I release() all the textures, meshes, etc... and I reload them again, reset the render states, lighting and the projection matrix - it all works fine!

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I agree on the possibility you're going in overkill.
I remember finding this ou and in the end all i had to do was;

When lost:
- release vertex declaration
- font.OnLostDevice
- d3dxeffects.OnLostDevice

Reset, and afterwards:
- Create and set vertex declaration
- recreate font
- d3dxeffects.OnResetDevice

Assuming your textures are in the managed pool.
I also first reloaded all my non d3d data/ objects of own classes which wasn't necessary.
Good luck,
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