Re: Managed Direct3D - DLL hell / Pre-SP2 issues

From: MrU (MrU_at_discussions.microsoft.com)
Date: 12/11/04

  • Next message: Phil Taylor: "Re: Mixing 3D app with with other windows"
    Date: Sat, 11 Dec 2004 09:07:01 -0800
    
    

    I thought the whole point in using DeviceType.Software was so that one could
    use every feature on D3D even though hardware wouldn't support it? For the
    future of an app?

    "Robert Dunlop [MS MVP]" wrote:

    > "MonoxideC" <monoxidec@gmail.com> wrote in message
    > news:88c75adf.0412021500.31162165@posting.google.com...
    > > I'm currently working with a team on a Managed Direct3D app in c#, and
    > > we are having strange issues that seem to be related to SP2. We have
    > > been able to reproduce this issue on multiple machines of various
    > > configurations, but have been unable to find any insight at all into
    > > what the root cause of the problem may be.
    > >
    > > The app initializes fine, but once it tries to create the Direct3D
    > > device, it throws a NullReferenceException. We are creating the
    > > device using this line (which is the standard method of creation that
    > > I've seen in many examples)
    > >
    > > device = new Device(0, DeviceType.Software, pbRender,
    > > CreateFlags.SoftwareVertexProcessing, presentParams);
    >
    >
    > You should be specifying DeviceType.Hardware to access the display adapter,
    > DeviceType.Software specifies a registered software based rasterizer.
    >
    > --
    > Robert Dunlop
    > The X-Zone
    > http://www.directxzone.org/
    > Microsoft DirectX MVP
    > -------------
    > The opinions expressed in this message are my own personal views and do not
    > reflect the official views of the Microsoft Corporation.
    > The MVP program does not constitute employment or contractual obligation
    > with Microsoft.
    >
    >
    >


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