Re: DirectX 9.0C - Bug
From: Robin (sanchrp_at_auburn.edu)
Date: 10/13/04
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Date: Wed, 13 Oct 2004 18:09:08 +0200
Lior, why not dump out your managed buffers back to the disk after loading
everything up that way you can see what the faulty data looks like, perhaps
you'll need to tweak the lock offset or size for the managed buffers in
order to get the right input...
Robin
"Lior Canetti" <LiorCanetti@discussions.microsoft.com> a écrit dans le
message de news:CEBA1178-403E-4085-9B1C-D278609DD24D@microsoft.com...
> Hi,
> A piece of code that run fine on DirectX 9.0b generates artifacts with
9.0c .
>
> The code involves streaming of vertices and indices from the disk to
vertex
> and index buffers - The streaming is made by performing a series of
updates,
> and in each one, locking only the relevant part of the relevant buffer .
>
> On DirectX 9.0b the system allways works .
> On DirectX 9.0c ths system works if the buffers are created with the
> D3DPOOL_SYSMEM or D3DPOOL_DEFAULT, and generates artifacts ( Most of the
sece
> is fine, but there is a small amount of artifacts, which can be
geometrically
> very big ) if the D3DPOOL_MANGED is sent .
>
> It might be a lock bug for the D3DPOOL_MANGED memory system .
>
> Using the D3DPOOL_SYSMEM is not an option for Us because our scene is made
> of a very big amount of triangles .
>
> 2 Quastions :
>
> 1. Is this a known issue, and Do You know a way to bypass it ?
> 2. Since My company hase customers using applications with this code,
> We want to provide a working system, So in the meantime, one of our
> solutions is to change the DirectX runtime version to 9.0b - Do You know
any
> standard operation to do this ?
>
>
> Thank's In Advance : Lior Canetti .
>
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