• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Burnt_Fyr

DX9 with MRT, access violation

3 posts in this topic

So I'm attempting to work with deferred rendering for the first time, and I'm having issues with access violations. I am currently trying to distill the problem down to a short example, so I don't have much code to show at the moment.

 

1) I create 4 textures using device->createTexture() all using the same width, height, mips,  format, and usage(d3dusage_rendertarget);

everything seems to work ok on that front.

 

2)  I bind the 4 targets to slots 1-4, and render a simple cube.

 

3) after rendering the gbuffer, i set RT0 to the backbuffer of my swapchain, and render a quad for the light.

 

4) when i call present it fails.

 

so I scrap that, and try to figure out if something is wrong pass by pass, so after step 2, I try and write out each texture surface to a bmp file and check the results. on the second pass it crashes when trying to save the surfaces. looking at the rts from the first pass, my object is not being drawn to any of the targets. If i don't save the surfaces, I can render a few frames before I end up with an access violation while rendering the cube(right after locking the dynamic VB), which has me even more confused, as I've never had an issue with my object cache before.

 

EDIT: if i don't render anything(just clear buffers) everything seems to be ok, I can save the buffers which have been cleared to pink, and I can see the backbuffer, which i clear to a time dependent color, working as intended.

 

Does anyone have any ideas I can run with at this point? Helpful would be a short example, or insight as to why i would get an access violation, that seems to shift around in the code.

 

As I said above, i'm trying to distill the code down to a simple example without any of my framework code in that may be causing the issue(though it works fine in all other demo projects I've used it in). d3d9 tutorials with multiple render targets are few and far between(I've yet to find one that is c++, to be honest) and MSDN doesn't yield much else.

Edited by Burnt_Fyr
0

Share this post


Link to post
Share on other sites

Have you tried enabling the debug runtime and checking the debug output?

1

Share this post


Link to post
Share on other sites

Have you tried enabling the debug runtime and checking the debug output?

ugh I feel dumb. I thought that I had no control over that since the update that broke pix, but I see i can still use the debug data in VS2010. Thanks for that, it will help immensely.

 

I'm getting a failed assert:

file s:\gfx_aug09\windows\directx\dxg\inactive\d3d9\d3d\inc\vsinout.h line 397 pRstRngEnd[ begin] == SentinelMax(); 

after binding the pixelshader. Any ideas?

0

Share this post


Link to post
Share on other sites

A simple missed break in a switch statement, which allowed my vertex shader to bind to both the vertex and pixel stage was the issue. That cleared up the assert, and i'll be well on my way to multiple render targets shortly with any luck.

 

EDIT: the other issue was trying to render a cube with 8 verts, and 36 indices. Neither of these would have been a problem with my last my last stable version, as it would have identified the draw primitive error, and my shaders were not based on an interface. In order to get a cleaner interface that will be mostly compatible with directx11, I'm rewriting much of how my code handles DX9 objects, and there are still many bugs that need to be patched. regardless, I have the MRTS rendering, so now it's on to the second pass.

Edited by Burnt_Fyr
1

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0