Thanks Phil,
Some simple examples work, other no, I assume that by the limited adapter.
Just I could run all Tutorials using: DeviceType.NullReference or
DeviceType.Reference
If I use DeviceType.Hardware or DeviceType.Software the exception on
Tutorial 4 is:
_message "Error in the application."
_source "Microsoft.DirectX.Direct3D"
_stackTraceString " at Microsoft.DirectX.Direct3D.Device..ctor(Int32
adapter, DeviceType deviceType, Control renderWindow, CreateFlags
behaviorFlags, PresentParameters[] presentationParameters)\r\n at
LightsTutorial.Lights.InitializeGraphics() in c:\\program files\\microsoft
directx 9.0 sdk (april
2005)\\samples\\managed\\direct3d\\tutorials\\tutorial4\\lights.cs:line 54"
ErrorCode -2005530518
ErrorString "D3DERR_NOTAVAILABLE" or ErrorString "D3DERR_INVALIDCALL"
Now already I can work a little, until changing my adapter in the next days
:)
Thanks again Phil and Patrice!
Sergio Cossa
Argentina
"Phil Taylor" <***@private-citizen.com> wrote in message news:e9%***@TK2MSFTNGP09.phx.gbl...
you know you have really bad hw?
what if you switch to hw or mixed vertex processing?
does the debug runtime output contain additional information?
do the samples run?
Post by Sergio CossaAgain, I am new in DirectX.
I work with 16 bit.
DeviceType.Hardware
DepthFormat = D16
AdapterFormat = X1R5G5B5
BackBufferFormat = X1R5G5B5
I test Tutorial 1, 2 and 3. All OK.
Soon, I want to test the Tutorial 4 of Managed DX, and
presentParams.Windowed=true; // We don't want to run fullscreen
presentParams.SwapEffect = SwapEffect.Discard; // Discard the frames
presentParams.EnableAutoDepthStencil = true; // Turn on a Depth stencil
presentParams.AutoDepthStencilFormat = DepthFormat.D16; // And the stencil
format
device = new Device(0, DeviceType.Hardware, this,
CreateFlags.SoftwareVertexProcessing, presentParams); //Create a device
the last line sends an exception... It cannot initialize Direct3D.
Best regards.
--
Sergio Cossa
Argentina
so DX works with 16 and 32 bit, not with 24.
are you in 24-bit mode? if so, thats the problem.
do the C++ samples run?
Post by Sergio CossaI run DirectX Caps Viewer.
D3D Device Types
-- HAL
---- Adapter Formats
-------- D3DFMT_R5G6B5 (Windowed)
---------- Render Format Compatibility
----------- D3DFMT_R5G6B5
------------ D3DMULTISAMPLE_NONE ( 1 quality level )
-------------- Compatible Depth/Stencil Formats
---------------- D3DFMT_D16 ( 1 quality level )
Sergio Cossa
Argentina
Thanks Patrice!
Yes I see the rotating cube... I test with 16 and 24 bits True Color (max of
this card)
I have done others tests... in Managed DX with C#.
presentParams.EnableAutoDepthStencil = true; // Turn on a Depth stencil
without mattering that if is in windowed or full screen.
Best regards!
Sergio Cossa
Argentina
Does DX diag renders the rotating cube ? If yes what is the current bit
depth of your desktop ?
For now my guess would be that your current display mode is not compatible
with hardware accelration (8 bits and I believe on some hardware 24 bits).
This would explain why it works in full screen (as the application choose
from the available modes) and why it fails in windowed mode (where the
application most often have to use the current mode).
Patrice
Post by Sergio CossaHi!
I am newbie in DirectX. I have the DirectX 9.0 SDK Update - (April 2005)
I need to test from a PC that has a card SYS 6326 AGP with 8 MB.
All
Post by Sergio Cossatests were successful."
But, when I test any sample, I see "Could not initialize Direct3D. This
tutorial will exit." or "Failed creating the Direct3D device"
Definitively it is a problem of the card? or will exist more something?
Thanks in advance!
Sergio Cossa
Argentina