Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Newcomers DBPro Corner / Setting display mode like the project settings do

Author
Message
LazyGunn
16
Years of Service
User Offline
Joined: 1st Mar 2008
Location:
Posted: 13th Mar 2008 17:24
I have a deeply annoying issue where if I set the display mode in the IDE the code will run fine, but if it's set using the 'Set Display Mode' command it not only crashes the code but crashes my display driver!

What are the seential differences betwen the two and is there any way I can get round it

I haven't a clue what is causing the issue but it's proving very frustrating, given the final thing will have to be a bunch of exes with different resolutions in mind if this keeps up

Can anyone help?
BatVink
Moderator
21
Years of Service
User Offline
Joined: 4th Apr 2003
Location: Gods own County, UK
Posted: 13th Mar 2008 17:32 Edited at: 13th Mar 2008 17:33
When you change the display mode, DirectX loses track of most/all of the resources. This is an issue with DirectX, which is why you'll see delays in commercial games too when you tab between applications, for example. You must recreate all of your objects, reload images etc.

because it's not entriely consistent, it is best to use the IF OBJECT EXIST(), IF IMAGE EXIST() approach.
LazyGunn
16
Years of Service
User Offline
Joined: 1st Mar 2008
Location:
Posted: 13th Mar 2008 17:43
thanks for your speedy reply, could you explain that approach to please haha, i'm very new to this
LazyGunn
16
Years of Service
User Offline
Joined: 1st Mar 2008
Location:
Posted: 13th Mar 2008 18:35 Edited at: 13th Mar 2008 18:36
i seem to have narrowed it to the output of a depth of field camera shader - when i simply set the camera to image instead of assigning the shader it seems to work, albeit minus another shader effect

does this help at all?

i should add that the shader output is being sent to texture a plane rather than a quad, should that matter?
LazyGunn
16
Years of Service
User Offline
Joined: 1st Mar 2008
Location:
Posted: 13th Mar 2008 19:33 Edited at: 13th Mar 2008 19:37
i can't see much help being given for this but hey well - it definitely seems an issue with the depth of field shader (which came with dark shader) - the commands to make a skybox (also dark shader) seem to not working either

i'll post the code involved and see if you can make sense of it, it's probably quite bad anyways, but yeah..



camera 1 is the depth of field camera, camera 3 captures a backdrop to an image for a shader, bloom_cam and 6 and 7 are related to a bloom shader

im new to this so have probably omitted important info, let me know
LazyGunn
16
Years of Service
User Offline
Joined: 1st Mar 2008
Location:
Posted: 13th Mar 2008 20:27
ok all fixed for now i think, thanks to a post Green Gandalf in the Bug reports section

needed to put 'reload display pointer' underneath the display mode

works lovely now, thanks anyways

Login to post a reply

Server time is: 2024-11-25 05:32:35
Your offset time is: 2024-11-25 05:32:35