Do managed textures need to be Release()d and re-created when the device is lost? I thought that the whole point in managed textures was that they don''t need restored when the device was lost?
When my app exists, if i''ve minimized and restored the fullscreen window, i get a whole load of errors saying that memory is still allocated.
Cheers, Steve
Steve
DirectX Programmer
Soon to be the new Bill Gates
Reset() and D3DPOOL_MANAGED textures
Random piece of information: you can see the data for any interface (e.g. ref. count) by typing this into the debugger variable watch window:
The reference count for the D3D and D3DDevice objects is at index 0x13, so you can see how the reference counts change.
From what i can see, my 2nd Last texture doesn't decrease the reference count of the device, so it doesn't get released properly.
Anyone know why this happens?
Steve
DirectX Programmer
Soon to be the new Bill Gates
[edited by - Evil Bill on May 2, 2002 11:39:03 AM]
((DWORD*)m_pD3DDevice),1000
The reference count for the D3D and D3DDevice objects is at index 0x13, so you can see how the reference counts change.
From what i can see, my 2nd Last texture doesn't decrease the reference count of the device, so it doesn't get released properly.
Anyone know why this happens?
Steve
DirectX Programmer
Soon to be the new Bill Gates
[edited by - Evil Bill on May 2, 2002 11:39:03 AM]
This topic is closed to new replies.
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