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Prototype 2 error unable to initialize direct3d fix
Prototype 2 error unable to initialize direct3d fix





prototype 2 error unable to initialize direct3d fix prototype 2 error unable to initialize direct3d fix

LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) #define CUSTOMFVF (D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1) Void init_graphics(void) // 3D declarations Void cleanD3D(void) // closes Direct3D and releases memory Void render_frame(void) // renders a single frame

prototype 2 error unable to initialize direct3d fix

Void initD3D(HWND hWnd) // sets up and initializes Direct3D LPDIRECT3DTEXTURE9 texture_1 // our first texture LPDIRECT3DVERTEXBUFFER9 t_buffer = NULL // the pointer to the vertex buffer LPDIRECT3DDEVICE9 d3ddev // the pointer to the device class LPDIRECT3D9 d3d // the pointer to our Direct3D interface #define KEY_UP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1) #define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0) define the screen resolution and keyboard macros include the basic windows header files and the Direct3D header file Make sure the variables exist and that you are not trying to write or read from non existant variables. Check the line where the error appears and find all the variables on it.Ģ. So if you have a simialr problem in order to troubleshoot it,ġ. In my case t_vert was substantially smaller than where my functiones tried to write. Answer: Ok since I've seen this ased afew times via awesomeness that is google I figure I'll explain exactly what I did to find the fix =DĪs I tinkered with the code, I got runtime error #2 and buffer overrun problems, if you look these up on google the same thing is repeated, the fact that you have your program try to read or write in variables that do not exist.

#Prototype 2 error unable to initialize direct3d fix how to

Problem is in (k*(SCREEN_WIDTH/16)+k+i)*4+v pointing to a point outside of structure! rwoar gotta figure out how to solve that and I think it'll be done! To include the *4! Rwoar I think that was it. Sorry for a stupid question but what do you mean by not running of the end?Īlso it is a buffer overrun problem, got it after tinkering with code for a bitĭ3ddev->CreateVertexBuffer(((SCREEN_WIDTH/16)*(SCREEN_HEIGHT/16))*sizeof(CUSTOMVERTEX),







Prototype 2 error unable to initialize direct3d fix