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Out of video Memory?

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class Mvertexbuffer{
		friend class theMachineV1;
		D3DXMATRIX worldMatrix;
	private:
		unsigned int id;
		type typ;
	    DWORD FVF;
	    unsigned long total_vertices;
		IDirect3DVertexBuffer9* p_vb;
		vertex_type1* vt1_data;
		vertex_type2* vt2_data;
		vertex_type3* vt3_data;
		vertex_type4* vt4_data;
		vertex_type5* vt5_data;
		vertex_type6* vt6_data;

    public:
	__declspec(dllexport) bool fill_me(DWORD flexvf,unsigned long total_v,vertex_type1* t1 = NULL,vertex_type2* t2 = NULL,vertex_type3* t3 = NULL,vertex_type4* t4 = NULL,vertex_type5* t5 = NULL,vertex_type6* t6 = NULL);
	__declspec(dllexport) void set_vertextype(int type);
	//to be implemented
	__declspec(dllexport) DWORD get_FVF();
	__declspec(dllexport) type get_typ();
	__declspec(dllexport) unsigned long get_totalvertices();
	__declspec(dllexport) int get_sizeofvertex();
	
	
};

This call is the problem:

buffer is just a pointer to the above class

vertex_type1* vt;

buffer->p_vb->Lock(0,sizeof(vertex_type1) * 40,(void**)&vt,0);

 

I get an "out of memory" from the hresult.

 

What could be the problem?

Edited by noatom

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How large is your vertex buffer? Did you create it large enough to hold 40 vertex_type1's?

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Solved: i wasn't creating a vertex buffer large enough at the begining

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