TGEA 1.7.0 Beta 1 Bug - TGE Demo Advanced - crash
by Stephan Goebels · in Torque Game Engine Advanced · 03/19/2008 (1:31 pm) · 2 replies
When I activate the FSAA and set it on 8 and starting the "Interactive Walkthroug" then the TGEDemoAdvanced.exe crash (offset: 00102ae1).
FSAA 2 and 4 is ok.
Windows XP. Latest DirectX (WEB March 2008) and Drivers 69.21: Nvidia 7800GS.
--------------
Attempting to set resolution to "1280 1024 0 32 60 8"
Accepted Mode:
--Resolution : 1280 1024
--Full Screen : No
--Bits Per Pixel : 32
--Refresh Rate : 60
--FSAA Level 8
--------------
GFXPCD3D9Device::reset - depthstencil 180e60 has 2 ref's
--- Resetting D3D Device ---
FSAA 2 and 4 is ok.
Windows XP. Latest DirectX (WEB March 2008) and Drivers 69.21: Nvidia 7800GS.
--------------
Attempting to set resolution to "1280 1024 0 32 60 8"
Accepted Mode:
--Resolution : 1280 1024
--Full Screen : No
--Bits Per Pixel : 32
--Refresh Rate : 60
--FSAA Level 8
--------------
GFXPCD3D9Device::reset - depthstencil 180e60 has 2 ref's
--- Resetting D3D Device ---
About the author
#2
Fatal: (e:\torque\tgea_1_7_0_beta_1\engine\source\gfx\d3d9\gfxd3d9device.h @ 36)
D3DERR_INVALIDCALL
Invalid call
GFXD3D9TextureManager::_createTexture - unable to create render target
gfxD3D9TextureManager.cpp
03/20/2008 (7:42 am)
Well I get the error message:Fatal: (e:\torque\tgea_1_7_0_beta_1\engine\source\gfx\d3d9\gfxd3d9device.h @ 36)
D3DERR_INVALIDCALL
Invalid call
GFXD3D9TextureManager::_createTexture - unable to create render target
gfxD3D9TextureManager.cpp
// If this is a render target, and it needs z support, we're going to need to create an actual RenderTarget.
// Check the caps though, if we can't stretchrect between textures, use the old RT method. (Which hopefully means
// that they can't force AA on us as well.)
if (retTex->mProfile->isRenderTargetZBuffer() && (mDeviceCaps.Caps2 && D3DDEVCAPS2_CAN_STRETCHRECT_FROM_TEXTURES))
{
D3D9Assert(mD3DDevice->CreateRenderTarget(width, height, d3dTextureFormat,
d3d->getMultisampleType(), d3d->getMultisampleLevel(), false, retTex->getSurfacePtr(), NULL),
"GFXD3D9TextureManager::_createTexture - unable to create render target");
}
Associate Matt Fairfax
PopCap
You can take a look at this in GFXPCD3D9Device::validateMultisampleParams() if you would like to lend a hand.