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Crash when moving Ogre to a second monitor: Warning: D3D9: Depth buffer could not be acquired #2391
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what are your rendersystem settings for [Direct3D9 Rendering Subsystem]
Allow DirectX9Ex=
Auto hardware buffer management=
Resource Creation Policy=
Use Multihead= |
also, the line numbers do not match what we got in git: |
I create the Ogre window like this:
|
you are mixing
there. For the issue at hand, the latter is relevant. |
Thanks! I'm doing:
I tried different combinations but still crashed every time. I also tried to do |
try "Resource Creation Policy" = "Create on all devices" |
I tried it and still crashing, but: I had a lot of crashes related to textures not found (from old materials I forgot to delete). Is it expected that Ogre try to recreate not found textures when recreating all textures? I cleaned every wrong material. I noticed that when I'm using DirectX9EX, I'm losing all MyGUI fonts. In this case, I can move the window to the second monitor, but resize the window crash every time, even with only one monitor. What should I do to know more about the issue and help fix it? I have no errors in MyGUI or Ogre logs related to MyGUI fonts to guide me. |
when moving to a different screen, D3D9 does device lost/ device restored cycle. ogre/RenderSystems/Direct3D9/src/OgreD3D9Texture.cpp Lines 1292 to 1300 in 91b7639
My guess would be that the MyGUI Fonts are manually created but without providing a loader callback, so we cannot auto-restore them: ogre/RenderSystems/Direct3D9/src/OgreD3D9Texture.cpp Lines 257 to 269 in 91b7639
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I compiled MyGUI demos on mster, and I confirm that they crash when I move the window on my second screen (ex: Demo_PanelView.exe) |
for reference: resizing the SampleBrowser window works with and without D3D9Ex here. Dont have a second monitor right now to test that. |
I can confirm. I thought I was using D3D9Ex for some time, but I was mistaken (I wasn't using setConfigOption() ) Also, I compiled my app without MyGUI, and I can move the window to my second screen and it works perfectly. (without D3D9EX). |
System Information
Detailled description
I know this is a common issue but that's really stressful for me: SHMUP Creator will be released in 3 weeks :/
When I'm moving the Ogre window to a second monitor, my application is throwing an exception in D3D9Texture::createTextureResources(IDirect3DDevice9* d3d9Device).
In the Ogre.log, I can see a few thousands Warning: D3D9: Depth buffer could not be acquired.
Ogre.log
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