Original Post
I'm testing a C# game on an older machine, and it keeps running into an AccessViolationException during calls to Device.DrawIndexedPrimitives(). It's inconsistent about it: sometimes it will work, other times it will fail with the same data. It seems to fail more often with larger sets of data. The code is nothing fancy - I'd post a snippet, but I tried to create the bug in a clean project on the same system and couldn't, so the ultimate source of the problem is somewhere in this massive project and I have no clue where. I know that's not much help, but if anybody has run into this before or knows common reasons why this might happen, I'd appreciate whatever help I could get. (I should note, I've already checked a few standard things: that the device is set to the right vertex format, that I'm using 16-bit indices, that I've provided all the right vertex, index, and primitive counts to the buffers and draw method). Thanks