Re: graphics card problems

Tech-Archive recommends: Repair Windows Errors & Optimize Windows Performance

From: Philip Taylor (ptaylor_at_private-citizen.com)
Date: 11/18/04


Date: Thu, 18 Nov 2004 12:22:58 -0800


"Norvin Laudon" <123@abc.com> wrote in message
news:Oiw$UcazEHA.3488@TK2MSFTNGP10.phx.gbl...
> Hi Phil,
>
> Thanks for you time. See comments below:
>
> "Philip Taylor" <ptaylor@private-citizen.com> wrote in message
> news:u8Pi%23CazEHA.924@TK2MSFTNGP10.phx.gbl...
> > several things.
> >
> > what format? are you using the Check methods to make sure that format
can
> be
> > created?
> >
>
> 8bpp greyscale, 500 X 2000. I can't find anything in DeviceCaps that tells
> me whether this format (8bpp) is allowed.
so you look in the caps viewer undern HAL->Adapter Formats->Texture Formats

and

D3DFMT_P8

is listed?

and you used CheckDeviceFormat at runtime to verify before creating the
format?

and have a fallback if paletted textures are not supported?

>
> > what size texture, and what size max on the Intel?
> >
>
> I looked at the DeviceCaps, which tells me the max texture height & width
is
> 2048 X 2048. Since my bitmap is 500 X 2000, I should be OK there.
>
> > what does the debug runtime output say? there is always debug runtime
> output
> > when a method fails.
>
> Sorry, how do I get this info? I went to control panel, and set the option
> to use the debug version of direct3d, and set the level of debug info to
> full.
> But all I get as an error in Visual studio is
> Microsoft.DirectX.Direct3D.InvalidCallException' occurred in
> microsoft.directx.direct3d.dll.
>
> Is there somewhere else I can monitor errors?

do you have unmanaged debugging enabled?

you need that before managed-dx will propagate the debug info into the debug
output pane of VS when running under the debugger. or DBMon in the SDK. or
tools out on the internet like at sysinternals.com

you did read the doc section on "Tips and Tricks using Managed
Code->Debugging DirectX Applications?

if not, I suggest you need to do some reading. in both the managed docs and
the C++ docs.

given debug output is part of Windows and debug Windows, this is all basic
Windows development and not rocket science. the debug runtime output is the
single most valuable tool available to DX developers. use it.

>
> Thanks,
> Norvin
>
>
>
>
>
>
>
>
> >
> > "Norvin Laudon" <123@abc.com> wrote in message
> > news:eO77qjZzEHA.3820@TK2MSFTNGP11.phx.gbl...
> > > Hi,
> > >
> > > My code works at home, on my Geforce FX5200, but not at work on my
> "Intel
> > > Extreme 82865G Graphics controller".
> > >
> > > It fails on the following line:
> > >
> > > topTexture = new Texture(device, topBitmap, Usage.Dynamic,
> Pool.Default);
> > >
> > > I've tried replacing Usage.Dynamic with 0, and replacing Pool.Default
> with
> > > Pool.Managed, but it still throws the same error.
> > >
> > > Any ideas? ("topBitmap" is about 1.5MB)
> > >
> > > Thanks in advance
> > > Norvin
> > >
> > > PS: Error Text:
> > >
> > > "An unhandled exception of type
> > > 'Microsoft.DirectX.Direct3D.InvalidCallException' occurred in
> > > microsoft.directx.direct3d.dll
> > >
> > > Additional information: Error in the application."
> > >
> > >
> > >
> > >
> >
> >
>
>



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