Magius3

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About Magius3

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  1. What Does Everyone Think About The New Site Layout?

    [quote]The only thing that's bothering me at the moment is that the "Recent Threads"-box is so far down the frontpage. For me, it is one of the most important elements of the site. I really liked being able to see the latest discussions at a glance[/quote] Agreed. The new layout is nice, but I would also prefer if this were closer to the top again.
  2. A few things that might help: 1. Try switching to the debug runtimes - often you will get th exact reason why something failed (Buckeye suggested this also, hopefully you've taken a look at it already). 2. D3DERR_INVALIDCALL typically means that parameters are incorrect - I don't know where your present parameters variable (md3dpp), but make sure there is nothing wrong with the way you are populating that structure. 3. I don't see anywhere the fonts being reset. You say you do that in a previous post, but worth making sure those are all happening as well. If your code base isn't too large, it's probably worth posting it in its entirety. By the way, based on what you've indicated, the reason that it crashes when you keep in the call to CreateVertexBuffer call is because the reset failed with a D3DERR_INVALIDCALL. Obviously, the device isn't fully reset at the time you go to recreate the vertex buffer. Commenting it out is only masking the problem - you need to solve the reset invalid call issue you are getting first.
  3. Can you post some code? Specifically the portions where you create and release the device and resources would help.
  4. Yep, the rules for lost devices in Direct3D 9 state that you need to release all resources created with D3DPOOL_DEFAULT, including those created from CreateRenderTarget and CreateDepthStencilSurface. Here is a link for reference if it helps: http://msdn.microsoft.com/en-us/library/bb174714(VS.85).aspx
  5. The error that you stated indicates that the problem is that a surface wasn't released, not a vertex buffer. Make sure you have released your render target surfaces (including those that may have been acquired from textures).
  6. Half-Life 2 bsp

    Have a look here: Source Engine BSP File Format
  7. GetPrivateProfileString

    I think rip_off meant that your servConfig object is not initialized. In main, you have serverConfig * a, but that is an uninitialized pointer. You need something like serverConfig * a = new serverConfig(); or simply stack allocate it as serverConfig a.
  8. Help creating main source template!

    With VS2008 (and prior editions), the Export Template operation is only available for .NET projects. For C++, you have to create a Custom Wizard (Visual C++ --> General when creating a new project). This will change with VS2010 AFAIK.