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D3D Debug Output Message

Started by __Daedalus__ 1 reply 3.8k views
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__Daedalus__
__Daedalus__
I have the DirectX applet in the control panel set for maximum debugging output and am using the DirectX debug libraries. I get this error message when I run my program: "Direct3D9: (ERROR) :Stage 1 - Texture coordinate index in the stage must be equal to the stage index when programmable vertex pipeline is used." If I compile and run my application in Release form everything works fine. If I use the Debug version but with the reference D3D device everything works fine. If I use the Debug version of my application and HAL device my textures on my model come out wrong - like they have been altered with a perlin noise filter... Can anyone shed some light on this message I am recieving?
Muhammad Haggag
Muhammad Haggag
Quoting the SDK Docs (Reference->Direct3D Reference->Enumerated Types->D3DTEXTURESTAGESTATETYPE):
Quote:
D3DTSS_TEXCOORDINDEX
Index of the texture coordinate set to use with this texture stage. You can specify up to eight sets of texture coordinates per vertex. If a vertex does not include a set of texture coordinates at the specified index, the system defaults to the u and v coordinates (0,0).

When rendering using vertex shaders, each stage's texture coordinate index must be set to its default value. The default index for each stage is equal to the stage index. Set this state to the zero-based index of the coordinate set for each vertex that this texture stage uses.

Additionally, applications can include, as logical OR with the index being set, one of the constants to request that Microsoft Direct3D automatically generate the input texture coordinates for a texture transformation. For a list of all the constants, see D3DTSS.

With the exception of D3DTSS_TCI_PASSTHRU, which resolves to zero, if any of the following values is included with the index being set, the system uses the index strictly to determine texture wrapping mode. These flags are most useful when performing environment mapping.

__Daedalus__
__Daedalus__
Cheers Coder. I'm not quite sure about this one because none of my vertex declarations have more than one set of texture coordinates... The issue seems to have gone away by itself though!? Glitch of some kind.

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