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      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.
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Problem show up when I use debug in DX9 control panel

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Hi Guys,

I have just noticed that when I run my program with the DX Control Panel set to use the debug mode, I get an error every draw call.

Direct3D9: (ERROR) :Vertex buffer must be unlocked during DrawPrimitive call
Direct3D9: (ERROR) :DrawPrimitive failed.

This is the code I am using to render a single quad. Nothing else is happening in the draw call that reports any errors (i.e. If I comment out this source the program doesnt report any errors)



As far as I can see, I am unlocking the vertex buffer with pVertexSpriteObject->Unlock();.

I have tried moving that line below DrawPrimative() but get the same error.

Any chance anyone could advise on what I am doing wrong?

Thanks in advance smile.png

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Damn, what a stupid mistake. I saw what is wrong straight after I posted this (must be the different font - LOL)

It happens. I know a number of developers who keep a stuffed animal or somesuch around just so they can go up to it and explain out loud the problem they're stuck on in detail (without distracting any teammates) and then often figure out the problem as they're explaining it.

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If you want you can also mark/ enable that the application stops when a d3d error occurs, that way you don't have to constantly check and rely on checking the output debug window always

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