PC使用vgasave模式是否可以创建device/directx应用程序?
这是我的初始化函数:
d3d = Direct3DCreate9(D3D_SDK_VERSION); // create the Direct3D interface
D3DPRESENT_PARAMETERS d3dpp; // create a struct to hold various device information
ZeroMemory(&d3dpp, sizeof(d3dpp)); // clear out the struct for use
d3dpp.Windowed = TRUE; // program windowed, not fullscreen
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; // discard old frames
d3dpp.hDeviceWindow = hWnd; // set the window to be used by Direct3D
// create a device class using this information and the info from the d3dpp stuct
d3d->CreateDevice(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,
&d3ddev);
但是当我稍后打电话时
d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 40, 100), 1.0f, 0);
程序崩溃,报告未处理的违规行为。或者也许这与 vga 无关,只是我做错了什么?
CreateDevice 返回 D3DERR_NOTAVAILABLE
最佳答案
您在 D3DPRESENT_PARAMETERS 中填写的参数太少了。您几乎肯定对后台缓冲区和诸如此类的事情进行了错误的设置。如果 CreateDevice 返回 D3DERR_NOTAVAILABLE,则 d3ddev 指针为 NULL,当您尝试清除后台缓冲区时会导致访问冲突 - 因为没有设备。
D3DDeviceParameters.Windowed = true;
D3DDeviceParameters.BackBufferHeight = 0;
D3DDeviceParameters.BackBufferWidth = 0;
D3DDeviceParameters.BackBufferCount = 1;
D3DDeviceParameters.BackBufferFormat = D3DFMT_X8R8G8B8;
D3DDeviceParameters.MultiSampleQuality = 0;
D3DDeviceParameters.MultiSampleType = D3DMULTISAMPLE_NONE;
D3DDeviceParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
D3DDeviceParameters.hDeviceWindow = OS->GetHWND();
D3DDeviceParameters.EnableAutoDepthStencil = true;
D3DDeviceParameters.AutoDepthStencilFormat = D3DFMT_D24S8;
D3DDeviceParameters.Flags = 0;
D3DDeviceParameters.FullScreen_RefreshRateInHz = 0;
D3DDeviceParameters.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Vsync.
这是我的 D3DPRESENT_PARAMETERS。
关于c++ - vgasave 中的 D3D 设备,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/4579148/