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VBBR
Moderator

Brazil
617 Posts

Posted - May 30 2004 :  5:24:26 PM  Show Profile  Reply with Quote
Seriously, you should sleep... this can't be so important to cut down your sleep time...

Also it's hard to think when we're sleepy...


Whatever. Who knows...
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masterbooda
Swordmaster

277 Posts

Posted - May 30 2004 :  5:48:05 PM  Show Profile  Visit masterbooda's Homepage  Reply with Quote
Ok I changed some more things, caught a few things, that I had missed before...

http://dabooda.servegame.com/test.zip

DaBooda out...

DaBooda Team is back: http://dabooda.789mb.com/
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Sr. Guapo
Swordmaster

USA
272 Posts

Posted - May 30 2004 :  5:53:25 PM  Show Profile  Reply with Quote
I got really excited with that one... It loaded the blue screen, then sat for a few seconds... I was ready to celebrate when the error popped up... sigh...

Are all of these examples using TRI_STRIPS? I don't think that is the problem, but could you try one with a TRI_LIST or something?
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masterbooda
Swordmaster

277 Posts

Posted - May 30 2004 :  6:10:56 PM  Show Profile  Visit masterbooda's Homepage  Reply with Quote
The problem is now, the only difference between v1.0 and Turbo is the fact that v1.0 was a .dll and the examples I am sending you are straight code... but I do not see that being a factor at all, that would make no sense, of course none of this is making sense, because the initialization in both programs is the same as well as the making of and displaying of the strips... I am at a total loss here... It just doesn't make sense to me anymore... but I have actually compiled the engine into a .dll and have made an installer for it, here they are, with another example to try and run... if you would download this, run the installer first and then run the tutorial1 file... the installer registers the .dll and even puts it in your system folder, so do not worry about any of that...

http://dabooda.servegame.com/test.zip

This is my last attempt.. because as you said with the TRI_STRIPS... the cool pong game uses the same structure as do these programs... and I have tried to take out everything secondary, and looked over the code endless amounts of time, and there is no difference, when it actually comes to the DirectX8 set up.... the only difference is data structure for holding properties... and I changed all those back for these examples... so thats not it... This is the only thing I have left to try... if this doesn't work... I will have to junk the engine, and start a new one... this time in directx7... definetely...

DaBooda out...

DaBooda Team is back: http://dabooda.789mb.com/
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Sr. Guapo
Swordmaster

USA
272 Posts

Posted - May 30 2004 :  6:22:43 PM  Show Profile  Reply with Quote
Drum roll. dadadadadadadadadadadadada... Okay, No error!!! however, there was no output either... It just rendered a blank blue screen for about 30 seconds before I escaped out... I hope that is good...

Also, do not trash the engine yet. From what I have seen (on my friend's computer) and heard, this is an excellent engine. My computer is the only one it has had major trouble on, and I am planning on tossing it within the next year... Just leave the engine up, and add little things every once in a while... Someday, you or someone else will have the revelation of what went wrong, and the problem will be fixed...

Edited by - Sr. Guapo on May 30 2004 6:25:20 PM
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masterbooda
Swordmaster

277 Posts

Posted - May 30 2004 :  9:18:17 PM  Show Profile  Visit masterbooda's Homepage  Reply with Quote
Sorry had a wicked thunder storm hit us, and had to go offline for awhile....

Ok... no error weeeeee........... but no output.... baaaaaaaddd.... supposed to have output...

I am simply at a loss, I need someone smarter than me to figure this one out... because I am simply out of ideas... it doesn't make sense, because the program you just ran, was the same one that gave you the error, but now it doesn't give you the error, but it doesn't show anything also... doesn't make any sense to me at all.... I'm am going to give it a break for a day or two, and that is when something will occur to me... maybe...

DaBooda out...


DaBooda Team is back: http://dabooda.789mb.com/
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masterbooda
Swordmaster

277 Posts

Posted - May 30 2004 :  9:19:56 PM  Show Profile  Visit masterbooda's Homepage  Reply with Quote
Hey did you notice, we are warriors now... do we get a pay raise, or just a little more respect, although about 60 of those posts where on this issue... lol.. again, I will give it a day or two, and maybe something will make sense then..

DaBooda out...

DaBooda Team is back: http://dabooda.789mb.com/
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Sr. Guapo
Swordmaster

USA
272 Posts

Posted - May 30 2004 :  11:12:11 PM  Show Profile  Reply with Quote
I was planning on posting the error around on a few other forums... to widen the "knowledge base"... I am sure some one else must have gotten a similar error at some point, I can't be the only one, I just hope they know a solution...

About the pay raise: We get a 20% raise, starting immediatly... So let see... 0.00 + 0.2 * 0.00 = ???
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Almar
Moderator

Netherlands
192 Posts

Posted - May 31 2004 :  03:27:12 AM  Show Profile  Visit Almar's Homepage  Send Almar an ICQ Message  Reply with Quote
Why don't you change to TriangleList? Maybe that works for you.. I like it, since I can put all my objects in one list (having the same texture) and render the batch just at once :).
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masterbooda
Swordmaster

277 Posts

Posted - May 31 2004 :  10:04:15 AM  Show Profile  Visit masterbooda's Homepage  Reply with Quote
I was tossing the idea around about tri-lists, but things are changing nearly every pass of the render, and objects have an order of being drawn, as well as being visible, and etc... There is to many variables to tend with, that really impedes any short cuts...

DaBooda out...

DaBooda Team is back: http://dabooda.789mb.com/
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Sr. Guapo
Swordmaster

USA
272 Posts

Posted - May 31 2004 :  11:47:26 AM  Show Profile  Reply with Quote
Three cheers for the wonderful people at gamedev... I got a response that helped alot... Tou can view it at http://www.gamedev.net/community/forums/topic.asp?topic_id=228478 ...

Anyway,I ran dbmon.exe (in the DX9 SDK) while I ran the original source code in the vb IDE. Here is the exact output:

3068: Direct3D8: (INFO) :======================= Hal HWVP device selected
3068:
3068: Direct3D8: (INFO) :Using P3 PSGP
3068:
3068: D3DX: (INFO) Using SSE Instructions
3068: Direct3D8: (ERROR) :Unsupported Interface identifier passed to QueryInterface for IDirect3DDevice8
3068: Direct3D8: (ERROR) :Unsupported Interface identifier passed to QueryInterface for IDirect3DDevice8

That was the exact series of messages. I think I can configure it to give even more detail... Okay, I will attempt to do that while you try to decifer that mess o' info...

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Sr. Guapo
Swordmaster

USA
272 Posts

Posted - May 31 2004 :  12:15:13 PM  Show Profile  Reply with Quote
Here we go... I cranked up the output... lots of warnings about redundant calls... blah blah blah... OK, the errors:

2196: Direct3D8: (ERROR) :*** Exception in d:\builds\nt32_chk\multimedia\directx\dxg\d3d8\fe\vshader.cpp Line: 666 (coincedence?)

2196: Direct3D8: (ERROR) :Stream 0 stride should match stride, implied by the current vertex shader

2196: Direct3D8: (ERROR) :DrawPrimitiveUP failed (really?!?!)

2196: Direct3D8: (ERROR) :Unsupported Interface identifier passed to QueryInterface for IDirect3DDevice8
2196: Direct3D8: (ERROR) :Unsupported Interface identifier passed to QueryInterface for IDirect3DDevice8

Givin this information, it would appear there is something wrong with my vertex shader??? Don't know if that is right/possible... Also, I have no idea how to fix it...
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masterbooda
Swordmaster

277 Posts

Posted - May 31 2004 :  12:20:24 PM  Show Profile  Visit masterbooda's Homepage  Reply with Quote
I was looking at the previous list of errors, and where it errored at was then it set the vertex shader, but this does not make any sense, because the vertex shader is the same in both programs... there has to be one tiny difference, but thanks, this helps narrow it down immensly, we are on the right track here...

Also, try something for me, run cool pong with this on, and see how the output differs, if you don't mind, and thanks a bunch for that... I used the dbmon.exe that came with directx8 and it did nothing...lol...I need to get the directx9 sdk...

I will keep crunching the code here, I will find it, and thanks again..

DaBooda Team is back: http://dabooda.789mb.com/
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masterbooda
Swordmaster

277 Posts

Posted - May 31 2004 :  12:30:16 PM  Show Profile  Visit masterbooda's Homepage  Reply with Quote
Omg.... I feel so stupid, especially if this works, I have found one major difference between the two, and why it has effected it this way is beyond me... but try this out, and reload the .dll, and try the tutorial1 program again, you should see one strip, which you can move around with the arrow keys, and escape will exit.... I am not going to mention the fix just yet, for the fear of jinksing it:

http://dabooda.servegame.com/test.zip

God, I hope this works, and if it does, I will proceed to kicking myself in the rear repeatedly..

DaBooda out..

DaBooda Team is back: http://dabooda.789mb.com/
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Sr. Guapo
Swordmaster

USA
272 Posts

Posted - May 31 2004 :  12:39:24 PM  Show Profile  Reply with Quote
This should be in the DX8 SDK also... just search for dbmon.exe

OK... gave two errors when the setup form loaded:

2576: Direct3D8: (ERROR) :No SW device has been registered.. GetAdapterCaps fails.

2576: Direct3D8: (ERROR) :Unsupported Interface identifier passed to QueryInterface for IDirect3D8 interface


Okay, then the actual game: No errors, however, there were hundreds and hundreds of warnings (redundant call blah blah...), but no errors. After few seconds of play, another message popped up:

2676: DINPUT8: Buffer overflow; discard old data

Don't know if that means anything, I know nothing of DirectInput... Otherwise it ran fine. No problems.
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