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D3derr_invalidcall Error

by Michael Careaga · in Torque Game Engine Advanced · 12/21/2007 (8:21 pm) · 3 replies

I just compiled the TGEA SDK Solution after seting up the MSVS 2005 for DirectX 9. I set up the include and library directories ... I do not have the Microsoft Platform SDK installed on my computer so that is not set up as per recomendation found in the wiki/TGEA/InstallVS2005/StepFour site. I do not think that it would be the problem in any case, but I mention it just in case.

I tried running the release version after compiling, but VS 2005 interupts with the notification that the program failed and asks to debug. Upon attempting running the debug version, I get the message given as the thread topic, D3DERR_INVALIDCALL. Along with that line additional info is given as follows.... Invalid call Failed to get surface.

Upon VS 2005 beginning its debug routine, I get the option to continue, break, or cancel, if I attempt to "continue", the message given is as follows..."TGEA_DEBUG.exe has triggered a breakpoint". I then get the following message..."Unhandled exception at 0x009610f2 in TGEA_DEBUG.exe: 0xC0000005: Access violation reading location 0x00000000.".

The Call stack name is "> TGEA_DEBUG.exe!GFXD3DTextureManager::_loadTexture(GFXTextureObject * aTexture=0x01ad9a40, GBitmap * pDL=0x01ad999c) Line 270 + 0x6 bytes C++" Tha code at line 270 is "surf->Release();".

Possibly related to this problem is the fact that I get 5 warning lines upon the initial building of the TGEA SDK Solution that state the following...

3>atlasResourceTexTOC.obj : warning LNK4221: no public symbols found; archive member will be inaccessible
3>atlasInstanceTexTOC.obj : warning LNK4221: no public symbols found; archive member will be inaccessible
3>atlasClipMapCache.obj : warning LNK4221: no public symbols found; archive member will be inaccessible
3>lightManager.obj : warning LNK4221: no public symbols found; archive member will be inaccessible
3>gfxCanon.obj : warning LNK4221: no public symbols found; archive member will be inaccessible


It seems, as I see it, that the problem lies here. Anyone have any ideas of what is happening and how I might fix this? Or is this some new problem? I have installed on my computer the TEGA 1.0.3 build, Microsoft DirectX SDK (November 2007), and should it matter, the 3.5 build of .NET.

I have made several attempts at reinstalling and reviewing all settings to be sure that this problem is repeating on my machine.

Thank-you for your help...KMdS

Edit*
I have added the microsoft platform SDK and completed all set up for VS 2005. Still getting the same error codes and info.

#1
12/23/2007 (9:35 am)
The error strikes me as familiar. Are your video drivers up to date? It seems that that exception was linked to out-of-date drivers and not being able to initialize a DX context. I could be wrong since I tried searching and did not find it, but that's where my memory leads. Hopefully it is something that simple and common.
#2
12/23/2007 (10:56 am)
I found the problem after a day and a half of tinkering. The problem I found was exactly what you suggested. I did have the directx drivers and SDK set up, but the openAL SDK had not been set up. All current documentation concerning the installing of TGEA fails to mention the need for the SDK. Only in 1 location is it mentioned, regretably I can not remember where that was located after the hours of looking at so many pages. I believe it was the system requirements for the "demo"? No mention of it is in the setup/getting started/system requirements documentation supplied with the product or any of the pages on this site or TDN. I am not complaining in the least. I just thought it may be a good idea for whomever deals with any of the documentation for the TGEA to look over Docs to make sure the point is added. I am up and running now though and look forward to using the Engine very much.

Note. I still get the 5 warnings though....any ideas?
#3
12/23/2007 (7:10 pm)
LoadTexture has nothing to do with OpenAL (nor does the OpenAL SDK, unless you plan to change the implementation of the audio layer to require openal libs)...

The other warnings are just warnings when you compile the Lib version of the engine, they're not any issue