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About captain_crunch

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  1. I work on a laptop. I think instead I will try to add more detailed output to the exception and have the user report the results...
  2. Another user with a GeForce 9500 GT just reported the same error. That video card is also from 2008/2009.
  3. Unfortunately I don't own that card, so it's not possible to debug the user's error. But I will try to find out what the parameters look like.
  4. What are the parameters?      I only have the callstack and the code that causes it, I cannot repro the error.  I'm guessing width is 1440, height is 900 and the other parameters are constant as seen in the code snippet.
  5. Thanks. I used the XNA/MonoGame HiDef profile to try to avoid these issues...   I wrote on the store page, under requirements:  DirectX 10 capable graphics card   I guess that isn't accurate enough. However, I don't want to recode the graphics now. Perhaps it is best to require DirectX 11 then..?
  6. I suspect it's one of the SurfaceFormats, or the multisampling that is causing the error. However I cannot find the specs with supported formats anywhere.
  7. I think the texture size in the call is equal to the resolution, 1440 * 900. In the method that crashes I am creating all the rendertargets that the game needs for its various processing, about 10.  DiffuseMSRenderTarget = new RenderTarget2D(device,                  width, height, false,                   pp.BackBufferFormat, pp.DepthStencilFormat, pp.MultiSampleCount, RenderTargetUsage.PreserveContents);             // resolve target - not needed?             diffuseRenderTarget = new RenderTarget2D(device, width, height, false,                 pp.BackBufferFormat, pp.DepthStencilFormat, 0, RenderTargetUsage.PreserveContents);                                       edgeDetectNormalDepthRenderTarget = new RenderTarget2D(device,                                                          width, height, false,                                                          pp.BackBufferFormat, pp.DepthStencilFormat, 0, RenderTargetUsage.PreserveContents);             // no depth buffer, no multisampling!             shadowRenderTarget = new RenderTarget2D(device,                 width, height, false,                 pp.BackBufferFormat, DepthFormat.None, 0, RenderTargetUsage.DiscardContents);             // no depth buffer, no multisampling!             diffuseFinalRenderTarget = new RenderTarget2D(device,                 width, height, false,                 pp.BackBufferFormat, DepthFormat.None, 0, RenderTargetUsage.DiscardContents);             emissiveModelLightRenderTarget = new RenderTarget2D(device,                 width, height, false,                 pp.BackBufferFormat, DepthFormat.None, 0, RenderTargetUsage.DiscardContents);             emissiveModelLightDistanceRenderTarget = new RenderTarget2D(device,                 width, height, false, SurfaceFormat.Rg32                 , DepthFormat.None, 0, RenderTargetUsage.DiscardContents);             DistanceHeightAndBillboardAlphaRenderTarget = new RenderTarget2D(device,                    width, height, false, SurfaceFormat.Rgba1010102, DepthFormat.None, 0, RenderTargetUsage.DiscardContents);
  8. Thanks, I will look into the capabilities of that card, I didn't realize it was that old.
  9. Seasonal greetings,   My game uses MonoGame for Windows desktop and one Windows 7 user gets an error every time when creating a 2D rendertarget: HRESULT: [0x80070057], Module: [General], ApiCode: [E_INVALIDARG/Invalid Arguments], Message: The parameter is incorrect. Line: 0 at SharpDX.Result.CheckError() at SharpDX.Direct3D11.Device.CreateTexture2D(Texture2DDescription& descRef, DataBox[] initialDataRef, Texture2D texture2DOut) at Microsoft.Xna.Framework.Graphics.Texture2D.CreateTexture() at Microsoft.Xna.Framework.Graphics.RenderTarget2D.GenerateIfRequired() The user has Win7 SP1 and also this patch: https://support.microsoft.com/da-dk/kb/2670838   which is supposed to help, but doesn't. I found the patch in this thread: https://steamcommunity.com/app/498240/discussions/0/360671352681600886/   Chip type: GeForce GTX 280   Any ideas??
  10. Any duplication of code is a design error.  Whether you want to use named constants (enums) or other data in your logic is not so important. The main difference is that the named constants effectively prevents modding via data, because a programmer has to define them and recompile the source when they change.
  11. This seems to only happen in Dolby 5.1 and 7.1 modes. Stereo mode is fine...
  12. MonoGame uses SharpDX for audio.
  13. My workaround has been to make a toggle for hardware mode switch in addition to the fullscreen option. The error seems to occur only during hardware mode switch, so by turning that off, users can still have the game running in fullscreen, just limited to their desktop resolution.
  14. The users are reporting that only the UI sound effects show the problem, the environment sounds are fine. So I will find out what the difference is.
  15. If that's the cause, how can it be fixed?