Original Post
Hi! I've got few questions about debugging MDX 1.1 in VS 2005. I've switched to debug runtime, enabled unmanaged code debugging and disabled breaking on Loader Lock exception. 1. How can i check what exactly is causing memory leaks? I get lots of errors like: Direct3D9: (WARN) :Memory still allocated! Alloc count = 152 Direct3D9: (WARN) :Current Process (pid) = 00000d24 Demo.exe has triggered a breakpoint Direct3D9: (WARN) :Memory Address: 00924cb8 lAllocID=1 dwSize=000047f8, (pid=00000d24) Direct3D9: (WARN) : Stack Back Trace Direct3D9: (ERROR) : [0] : Address 038CD4CB ... but it doesn't really tell me much. 2. In debug output window i get: "D3D9 Helper: Enhanced D3DDebugging disabled; Application was not compiled with D3D_DEBUG_INFO" What exactly is it? Is this "Enhanced D3DDebugging" useful? If it is, where do i have to add this D3D_DEBUG_INFO parameter? 3. I get *lots* of warnings like this: Direct3D9: (WARN) :Ignoring redundant SetRenderState 209 Direct3D9: (WARN) :Ignoring redundant SetTextureStageState Stage: 0, State: 1 Direct3D9: (WARN) :Ignoring redundant SetSamplerState Sampler: 18, State: 31 Is it something i should worry about? 4. What exactly are symbol files? Are they helpful? Should i download them? 5. Is it normal that when i set "Debug Output Level" in DX Panel to maximum i get 0.5-1 fps? When i set it one level lower i get about 150 and without debugging i get about 600. Does it switch to reference rasterizer or does it provide so much useful info that it has to work so slow? :) Thanks in advance, g0nzo