-
Advertisement


LemonLime
Member-
Content Count
32 -
Joined
-
Last visited
Community Reputation
100 NeutralAbout LemonLime
-
Rank
Member
-
THE EVIL PRIZE..., I would like to thank my mom and dad and
LemonLime posted a topic in GDNet Lounge
THE MOST EVIL THING ON THE FACE OF PLANET EARTH PRIZE GOES TO... [1] JELLY BABIES. [2] SOMETHING ELSE. ? -
Hello, A quick post just to ask if anyone knows of any games with any near-as-possible-to-reality-and-modern urban maps? I wasn't sure what forum to post this in, so please moderate at will... LL
-
Thanks... totally missed that as I was in a far too noisy area.
-
BGEye v2.86... * Added a default suit. D O W N L O A D Hope you find it useful... LemonLime "Segregation or Supernova? YOUR MOVE..." - The Holy Ghost [Edited by - LemonLime on August 1, 2006 8:19:28 AM]
-
BGEye 2.59 [System Information Wallpaper Renderer]...
LemonLime posted a topic in Your Announcements
BGEye 2.59 is available for download... BGEye renders system information as the desktop wallpaper. The information is rendered as a variable array of elements, together with icons, onto a pre-defined background, before being saved as a bitmap and temporarily set as the wallpaper. Internet Download Site Hope you find it useful... Keith [Edited by - LemonLime on June 18, 2006 12:57:23 PM] -
Hello, I have written an article 'Front-to-Back rendering order of Landscape Blocks (Patches, Chunks) in a Game Engine.' :) (Apparently it is good, but not that good. If anyone has any links to a similar article, I would be interested to include it.) Also, there is a RSS Feed for some of the rest of my website here. Thanks...
-
Sure... posted here.
-
Simple... would it be a good idea to have some kind of update date on Forum FAQs? If you are a regular visitor to gamedev, it is impossible to know at a glance if a Forum FAQ has been updated since the last visit/read. Also, if Forum FAQs were dated, it might help reduce the 'Please read the forum FAQ...' kind of traffic.
-
Quote: The FAQ's filled with similar errors, unfortunately. Yes, my brain read it as... Quote: The only issue is (with?) that the D3DX.lib you need to use with VC++6. Ols (is?) in the DirectX9.0c Summer 2004 Extras package. ... :D BTW, any chance of a little green icon on the forum FAQ (like recent posts) so you see when it has been updated? [Edited by - LemonLime on September 4, 2005 11:28:35 AM]
-
Apologies, I must have read it pre-December 2004. Small typo in the FAQ... "VC++6. 0is"
-
I found this thread... my compiler (VS C++ 6) is not compatible with the latest release of DX... grrr http://www.gamedev.net/community/forums/topic.asp?topic_id=339827
-
When I try to compile my project for DEBUG (OK for RETAIL), I get the following message... dinput8.lib(dilib2.obj) : fatal error LNK1103: debugging information corrupt; recompile module Error executing link.exe. ... the MSDN docs say... Linker Tools Error LNK1103 debugging information corrupt; recompile module Possible cause The compilation was terminated before a valid object file was created. Recompile the given object file. If recompiling does not correct the problem, note the circumstances of the error, try to isolate the problem, and create a reproducible test case. Then consult the technical-support help file, the technical-support section in one of your manuals, or Microsoft Product Support Services. See Corrupt Object File for more information. ... and... Corrupt Object File Sometimes the linker is unable to process your object files because they are corrupt. Besides the usual causes of corrupt files such as network problems or exposing a floppy disk to a magnetic field, sometimes the compiler writes an incorrect object file, which you should report to Microsoft Product Support Services. After you have ruled out a hardware, operating system, or network problem as the cause of the corrupt object file, you should try the tips below. Changing compiler options and recompiling sometimes causes the compiler to write a non-corrupt object file. Possible solutions Turn off optimization with the /Od (Disable) option. Disable minimal rebuild with the /Gm– (Enable Minimal Rebuild) option. Compile with the /Gy (Enable Function-Level Linking) option to package functions. Use a different code generation option. See the /G (Optimize for Processor) options. Change the order of functions and global variables ... I have tried all the build switches. Thanks for any help
-
IDirect3DStateBlock9 problem...
LemonLime replied to LemonLime's topic in Graphics and GPU Programming
The answer is that I don't need to explicitly create the stateblock... it seems that EndStateBlock(...) does that(?) Quote: IDirect3DDevice9::EndStateBlock Method -------------------------------------------------------------------------------- Signals Microsoft Direct3D to stop recording a device-state block and retrieve a pointer to the state block interface. -
My problem is simple... if I define a stateblock using BeginStateBlock(...) and EndStateBlock(...), when I come to release the D3D device, it's reference count in non-zero; i.e. the stateblock does not release properly. If I use ->Capture(...) for the stateblock, it releases OK and the D3D device reference count is zero. I have included the following code to illustrate the problem. Am I doing something wrong? /**//**//**//**//**//**//**//**//**//**//**//**//**//**//**//**/// #define WIN32_LEAN_AND_MEAN // include #include "resource.h" #include "windows.h" #include "winuser.h" #include "stdio.h" #include "stdlib.h" #include "shlwapi.h" #include "shellapi.h" #define D3D_DEBUG_INFO #include <D3D9.h> #include <D3D9Types.h> #include <d3dx9mesh.h> #include <d3dx9core.h> /**//**//**//**//**//**//**//**//**//**//**//**//**//**//**//**/// int APIENTRY WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { HWND hwnd = CreateDialog(hInstance, MAKEINTRESOURCE(IDD_MAIN), NULL, NULL); if (hwnd == NULL) { MessageBox(NULL, "FAILED: CreateDialog()", "stateblock test", MB_OK); return false; } IDirect3D9 *pD3D = NULL; IDirect3DDevice9 *pD3DDevice = NULL; IDirect3DStateBlock9 *dwSB = NULL; if((pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL) { pD3D = NULL; MessageBox(hwnd, "FAILED: Direct3DCreate9()", "stateblock test", MB_OK); return false; } D3DPRESENT_PARAMETERS d3dpp; ZeroMemory(&d3dpp, sizeof(D3DPRESENT_PARAMETERS)); d3dpp.BackBufferWidth = 32; d3dpp.BackBufferHeight = 32; d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8; d3dpp.BackBufferCount = 0; d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.hDeviceWindow = hwnd; d3dpp.Windowed = true; d3dpp.EnableAutoDepthStencil = true; d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT; d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT; d3dpp.AutoDepthStencilFormat = D3DFMT_D16; DWORD dwVertexProcessing; //dwVertexProcessing = D3DCREATE_SOFTWARE_VERTEXPROCESSING; dwVertexProcessing = D3DCREATE_MIXED_VERTEXPROCESSING; if (FAILED (pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, dwVertexProcessing, &d3dpp, &pD3DDevice ))) { pD3DDevice = NULL; MessageBox(hwnd, "FAILED: CreateDevice()", "stateblock test", MB_OK); pD3D->Release(); return false; } if (D3D_OK != (pD3DDevice->CreateStateBlock(D3DSBT_ALL, &dwSB))) { dwSB = NULL; MessageBox(hwnd, "FAILED: CreateStateBlock()", "stateblock test", MB_OK); pD3DDevice->Release(); pD3D->Release(); return false; } if (D3D_OK != (pD3DDevice->BeginStateBlock())) { MessageBox(hwnd, "FAILED: BeginStateBlock()", "stateblock test", MB_OK); dwSB->Release(); pD3DDevice->Release(); pD3D->Release(); return false; } // Do SB stuff here if (D3D_OK != (pD3DDevice->EndStateBlock(&dwSB))) { MessageBox(hwnd, "FAILED: EndStateBlock()", "stateblock test", MB_OK); dwSB->Release(); pD3DDevice->Release(); pD3D->Release(); return false; } dwSB->Release(); DWORD dwRefCount = pD3DDevice->Release(); pD3D->Release(); char szM[1024]; sprintf(szM, "dwRefCount = %ld", dwRefCount); MessageBox(hwnd, szM, "stateblock test", MB_OK); DestroyWindow(hwnd); EndDialog(hwnd, 0); return true; }
-
D3DXSaveSurfaceToFile... bugged or functional?
LemonLime replied to LemonLime's topic in Graphics and GPU Programming
Thanks for the links... I got some debug output... Loaded 'ntdll.dll', no matching symbolic information found. Loaded 'C:\WINDOWS\system32\kernel32.dll', no matching symbolic information found. Loaded 'C:\WINDOWS\system32\user32.dll', no matching symbolic information found. Loaded 'C:\WINDOWS\system32\gdi32.dll', no matching symbolic information found. Loaded 'C:\WINDOWS\system32\advapi32.dll', no matching symbolic information found. Loaded 'C:\WINDOWS\system32\rpcrt4.dll', no matching symbolic information found. Loaded 'C:\WINDOWS\system32\shell32.dll', no matching symbolic information found. Loaded 'C:\WINDOWS\system32\msvcrt.dll', no matching symbolic information found. Loaded 'C:\WINDOWS\system32\shlwapi.dll', no matching symbolic information found. Loaded 'C:\WINDOWS\system32\d3dx9_27.dll', no matching symbolic information found. Loaded 'C:\WINDOWS\system32\d3d9.dll', no matching symbolic information found. Loaded 'C:\WINDOWS\system32\d3d8thk.dll', no matching symbolic information found. Loaded 'C:\WINDOWS\system32\version.dll', no matching symbolic information found. Loaded 'C:\WINDOWS\system32\winmm.dll', no matching symbolic information found. Loaded 'C:\WINDOWS\WinSxS\x86_Microsoft.Windows.Common- Controls_6595b64144ccf1df_6.0.2600.2180_x-ww_a84f1ff9\comctl32.dll', no matching symbolic information found. Loaded 'C:\WINDOWS\system32\comctl32.dll', no matching symbolic information found. Loaded 'C:\WINDOWS\system32\d3d9d.dll', no matching symbolic information found. Loaded 'C:\WINDOWS\system32\d3dx9d_27.dll', no matching symbolic information found. Direct3D9: (INFO) :======================= Hal MixedVP device selected Loaded 'C:\WINDOWS\system32\usp10.dll', no matching symbolic information found. Direct3D9: (ERROR) :Failed to create driver surface Direct3D9: (ERROR) :Error during initialization of surface. CreateRenderTarget/CreateDepthStencil failed Direct3D9: (ERROR) :Failure trying to create render-target D3D9 Helper: IDirect3DDevice9::CreateRenderTarget failed: D3DERR_OUTOFVIDEOMEMORY The thread 0xF0C has exited with code 1 (0x1). The program 'F:\Copy of bgeye v1_05\Debug\BGEye.exe' has exited with code 1 (0x1). ... the answer is now obvious, my 32MB GF2 hasn't got enough memory. How would I test for this fault at runtime (retail build), should I test for undocumented return values? EDIT: The return value is undocumented... FAILED: D3DXSaveSurfaceToFile() D3DXSaveSurfaceToFile() exited with error code -2005532292 (D3DERR_INVALIDCALL = -2005530516) EDIT2: The returned value is undocumented (but correct)... FAILED: D3DXSaveSurfaceToFile() D3DXSaveSurfaceToFile() exited with error code -2005532292 (D3DERR_INVALIDCALL = -2005530516)(D3DERR_OUTOFVIDEOMEMORY = -2005532292) [Edited by - LemonLime on September 3, 2005 3:34:38 AM]
-
Advertisement