Original Post
When I try to reset my device after ALT-TABbing back to my Direct3D app, I get the following message from the DirectX Debug Runtime:
Direct3D8: (ERROR) :The following D3DPOOL_DEFAULT surfaces/buffers/textures still exist Direct3D8: (ERROR) : D3DRTYPE_VERTEXBUFFER Direct3D8: (ERROR) : D3DRTYPE_INDEXBUFFER Direct3D8: (ERROR) : D3DRTYPE_VERTEXBUFFER Direct3D8: (ERROR) : D3DRTYPE_INDEXBUFFER Direct3D8: (ERROR) : D3DRTYPE_VERTEXBUFFER Direct3D8: (ERROR) : D3DRTYPE_INDEXBUFFER Direct3D8: (ERROR) : D3DRTYPE_VERTEXBUFFER Direct3D8: (ERROR) : D3DRTYPE_INDEXBUFFER Direct3D8: (ERROR) :All user created D3DPOOL_DEFAULT surfaces must be freed before Reset can succeed. Reset Fails Direct3D8: (ERROR) :Reset failed and Reset/TestCooperativeLevel/Release are the only legal APIs to be called subsequentlyI haven't used D3DPOOL_DEFAULT anywhere in my code, so I'm guessing some DirectX interface is using them internally. What I want to know is which of the DirectX interfaces may be causing this problem or how I can track the allocation of these buffers. Thanks. EDIT: I'm using DirectX 8.1. One of the interfaces that behave like I was describing earlier is D3DXSprite, which comes with functions to deal with lost/reset devices. I want to know of any others. [edited by - Night Elf on November 23, 2003 7:40:10 PM]