LoadSpritesIntoMemoryAndInitialize(true) If (Sprites.Texture != NULL) Sprites.Texture->Release() ![]() Result = DXDevice->Present( NULL, NULL, NULL, NULL ) ĭXD3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddm ) ĭ3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD ĭ3dpp.AutoDepthStencilFormat = D3DFMT_D16 ĭ3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE Void Visuals::DisplayScreenBufferOntoDisplay(void) Sprites.TextureHeight = textureInfo.Height Sprites.TextureWidth = textureInfo.Width I "Reset" the DirectX device and reload the DirectX Sprites.īool Visuals::LoadSpritesIntoMemoryAndInitialize(bool DeviceReset)įor (int index = 0 index GetLevelDesc(0, &textureInfo) Please look at the source code below and tell me if I am doing it correctly or not. ![]() ![]() What is the best method to handle a "lost device" in DirectX 9.0c?
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