Game Development Community

TGEA D3D Texture Manager error

by David Aiken · in Hardware Issues · 09/26/2008 (1:09 pm) · 1 replies

I'm running TGEA 1.7.1 and get the following error when running the AFX112_Combo demo on an NVidia GO6150 (128Mb):

D3DERR_INVALIDCALL
Invalid Call
GFXD3D9TextureManager::_createTexture - unable to create render target

immediately after the mission has finished loading objects. I also see this error on an NVidia 6200 (256Mb i think.. possibly 128Mb), but not on an 8800 GT (512Mb).

Looking in console.log i see:

<<<< Loading Datablocks From Cache >>>>
<<<< Finished Loading Datablocks From Cache >>>>
*** Phase 2: Download Ghost Objects
Mapping string: MissionStartPhase2Ack to index: 1
Fatal: (c:\SVNWorkingCopies\TankWar\engine\source\gfx/D3D9/gfxD3D9Device.h @ 37) D3DERR_INVALIDCALL
Invalid call
GFXD3D9TextureManager::_createTexture - unable to create render target

Has anyone seen this before?

thanks!

#1
09/27/2008 (1:19 am)
Resolved. Tracking into the code, the antialias aka multisample level was getting pulled from the card via CheckDeviceMultiSampleType ok, but was overridden by a higher FSAA setting coming from the options dialog so D3D balked in CreateRenderTarget resulting in the error dialog.

I just turned FSAA off and turned down the other graphics quality settings for now.. the go 6150 doesn't have great FSAA support. Almost certainly a FAQ.. hopefully it helps someone else. The latest games tend to poll your system for reasonable graphics settings prior to bringing up the options dialog.. if only i had time :>).