Is there a way in DirectX to check if a resource has already been released? If you try to release something twice, it will give Access Violations.
Say I have a texture, which two pointers point to.
I can release from one and nullify the pointer, but without checking if that is nullified I shan't know whether to attempt to release the other. If I wanted the pointers to be independent then I have a problem.
Hello. First post.
I am writing a game engine in DX 9. I have had, for a long time, a strange problem where texture coordinates mess up when the camera gets close and views from an angle.
The engine currently uses an effect file to render, but I am fairly sure the problem also existed before this, when I was using the fixed function pipeline.
The problem exists not only when using textures, the lighting (such as which areas are lit the most by a point light) also messes up in the same way, even when textures are not used at all.
The image on the left shows how it is meant to be, the right is what happens when one moves the camera close to the object. The object shown is a box generate by DirectX, but the problem also occurs when using meshes loaded in.
I read somewhere this might have something to do with perspective correction.
Thank you in advance for any suggestions.
EDIT: does bbcode not work here? Anyway, direct link to image: