Closed GoogleCodeExporter closed 9 years ago
All you Josh.
Original comment by promit....@gmail.com
on 20 Nov 2008 at 9:49
In the failure cases that involve Debug being set, do you have unmanaged
debugging
enabled and are you getting any reasonable output from the output window (via
the
debug runtimes?)
What's the message associated with the exception that appears in the output
window
(you may need to break-on-throw to see it?)
Original comment by josh.petrie
on 1 Dec 2008 at 9:49
Hi again,
unmanaged debugging was checked, here's the "full" output:
First-chance exception at 0x779642eb in MiniTri.exe: Microsoft C++ exception:
_com_error at memory location 0x0015e914..
A first chance exception of type 'SlimDX.Direct3D10.Direct3D10Exception'
occurred in
SlimDX.dll
An unhandled exception of type 'SlimDX.Direct3D10.Direct3D10Exception' occurred
in
SlimDX.dll
Additional information: E_FAIL: An undetermined error occurred (-2147467259)
Pretty useless, at least for me...Here's the stacktrace:
bei SlimDX.Result.Throw[T](Object dataKey, Object dataValue)
bei SlimDX.Result.Record[T](Int32 hr, Boolean failed, Object dataKey, Object
dataValue)
bei SlimDX.Direct3D10.Device.CreateWithSwapChain(Adapter adapter, DriverType
driverType, DeviceCreationFlags flags, SwapChainDescription
swapChainDescription,
Device& device, SwapChain& swapChain)
bei MiniTri.Program.Main() in C:\Program Files\SlimDX SDK (November
2008)\Samples\Direct3D10\MiniTri\Program.cs:Zeile 85.
bei System.AppDomain._nExecuteAssembly(Assembly assembly, String[] args)
bei System.AppDomain.ExecuteAssembly(String assemblyFile, Evidence
assemblySecurity, String[] args)
bei Microsoft.VisualStudio.HostingProcess.HostProc.RunUsersAssembly()
bei System.Threading.ThreadHelper.ThreadStart_Context(Object state)
bei System.Threading.ExecutionContext.Run(ExecutionContext executionContext,
ContextCallback callback, Object state)
bei System.Threading.ThreadHelper.ThreadStart()
Original comment by 2453...@googlemail.com
on 8 Dec 2008 at 3:44
I have been unable to reproduce this. If you don't mind, could you run dxdiag,
click
the 'save all information' button, and email the resulting text file to me at
jpetrie at digipen dot edu (or attach it here if you're okay with that
information
being public)?
Original comment by josh.petrie
on 8 Jan 2009 at 1:40
I got the same/similar error. I added file MiniTri.fx to Mike.Popoloski's
tutorial
but it failed because the file was saved as unicode.
http://www.gamedev.net/community/forums/mod/journal/journal.asp?jn=458883&reply_
id=3356346
Original comment by grusi...@gmail.com
on 19 Jan 2009 at 1:11
My previous post was little too hasty but I can produce the exact error.
Changing: D3D10.DeviceCreationFlags.Debug to D3D10.DeviceCreationFlags.None
removes
the exception and MiniTri works fine. Should I install DirectX SDK?
Original comment by grusi...@gmail.com
on 19 Jan 2009 at 5:43
I don't think Debug works without the SDK installed.
Original comment by promit....@gmail.com
on 20 Jan 2009 at 10:20
Unicode FX files are known to cause the effect compiler to produce strange
output. If
that's the case here, I'd say it's a known issue.
Original comment by Mike.Popoloski
on 20 Jan 2009 at 11:32
Promit's analysis seems to be correct.
Original comment by josh.petrie
on 24 Jan 2009 at 4:12
Sorry for the long time to answer. After RE-installing the SDK (that's right, i
had
the SDK installed already), the error is gone. So whenever someone stumbles
across
this, it might be a good idea to re-install the SDK first before trying anything
else...case closed for me.
However, just to be on the safe side, could you please upload a Pony sample for
me to
check out? X-D (Sorry, couldn't resist)
Original comment by 2453...@googlemail.com
on 11 Feb 2009 at 1:45
Hello,
I encountered this problem too, under the following situation:
I'm using DX11, and the examples, and I combined tutorial #2 and #3 into the
same program. I then had main call one or the other.
Now the weird thing is it would run #2 just fine, but not #3. Failing on:
Device.CreateWithSwapChain(...)
But the only difference between the 2 cases was a different buffer count. I
set #2 to match #3's buffer count.
And yet #2 would run, but not #3, even though both were doing the exact same
thing now. Weird.
I then decided to pull the Device initialization out into its own function, and
have both #2 and #3 call it.
And guess what? Both #2 and #3 now work.
No idea what this means, but thought it might be of some use to someone out
there.
Original comment by email.er...@gmail.com
on 11 Aug 2011 at 2:29
Same problem as 11, problem was on CreateWithSwapChain(), changing the
parameter from DeviceCreationFlags.Debug to DeviceCreationFlags.None let it
work.
I'm assuming this is because we don't have something installed correctly.
Original comment by jonathan...@gmail.com
on 29 Jan 2012 at 2:22
You need the DirectX SDK installed in order to use the debugging components.
Perhaps we should change the samples to not use a debug device to avoid
confusion for people who just download the samples.
Original comment by Mike.Popoloski
on 29 Jan 2012 at 3:50
Original issue reported on code.google.com by
2453...@googlemail.com
on 17 Nov 2008 at 11:24