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PyroBoy

D3D8 - Changing Display Settings

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When changing things like the display mode, device, z-buffer depth and the like, is it common practice to completely destroy the LPDIRECT3DDEVICE8 interface and create a brand new one, or will altering the PRESENT_PARAMS to reflect the new settings and calling Reset() do the trick?

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My guess is that its probably the best to destroy the main thingy that you mention. In my program (or my planned program), when a user changes the resolution or such, the program basically shuts down then restarts with the new settings. I noticed that Quake 3 does something very similar, or so it seems.

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yup, that''s how ta do it.

check out the Common Files'' InvalidateDeviceObjects()
that came with your DX SDK. that''s how they do it.
(it''s also what i''m doing tomorrow in my demo )

g/l

dan

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Yep you must inalidate all Direct3D related objects including all textures and vertex buffers. The device doesnt have to be destroyed/released if u are only going to change the display mode or color depth (or if the user ALT-TABs and u need to Reset the device).

For more info and source code check out the D3DX8 Sprite article/wrapper at:

Downloads, D3DXSprite tutorial, New platform game: .-= The ZeroOne Realm =-.

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Yeah I''ve seen how the common framework does it. I''m using d3d-managed resource memory, so Reset doesn''t monkey with my resources.
I like the idea of using Reset since it''s a quick, easy change, and the d3d pointer doesn''t need to be altered. I''m just unsure how well it''ll work when I''m switching z buffer formats and changing from windowed to fullscreen and back.

meh, only one way to find out I guess, test test test!

thanks for the replies.

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