Skip to main content
gamedev.net
🔒 Locked

Using D3D_DEBUG_INFO with Dev-C++

Started by Bob Loblaw 0 replies 1.5k views
Original Post
Bob Loblaw
Bob Loblaw
So, I'm pretty new to Direct3D, and I've been trying to get into it using various tutorials. I've run across a problem that I can't seem to find a solution for with a Google search. I'm not too happy with VC++, so I've been using Dev-C++ to compile my code. Since it doesn't do debug output for Direct3D like VC++ does, so I've had to use DebugView to see the output. However, when I run a sample program, the output always states:
[5400] D3D9 Helper: Enhanced D3DDebugging disabled; Application was not compiled with D3D_DEBUG_INFO
The code for the program is as follows:

#define D3D_DEBUG_INFO

// include the basic windows header files and the Direct3D header file
#include <windows.h>
#include <windowsx.h>
#include <d3d9.h>
#include <time.h>
#include <iostream>

// global declarations
LPDIRECT3D9 d3d;    // the pointer to our Direct3D interface
LPDIRECT3DDEVICE9 d3ddev;    // the pointer to the device class
time_t seconds; // time object

// function prototypes
void initD3D(HWND hWnd);    // sets up and initializes Direct3D
void render_frame(void);    // renders a single frame
void cleanD3D(void);    // closes Direct3D and releases memory

// the WindowProc function prototype
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);


// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
                   HINSTANCE hPrevInstance,
                   LPSTR lpCmdLine,
                   int nCmdShow)
{
    HWND hWnd;
    WNDCLASSEX wc;

    ZeroMemory(&wc, sizeof(WNDCLASSEX));

    wc.cbSize = sizeof(WNDCLASSEX);
    wc.style = CS_HREDRAW | CS_VREDRAW;
    wc.lpfnWndProc = WindowProc;
    wc.hInstance = hInstance;
    wc.hCursor = LoadCursor(NULL, IDC_ARROW);
    wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
    wc.lpszClassName = "WindowClass";

    RegisterClassEx(&wc);

    hWnd = CreateWindowEx(NULL,
                          "WindowClass",
                          "Our First Direct3D Program",
                          WS_OVERLAPPEDWINDOW,
                          300, 300,
                          800, 600,
                          NULL,
                          NULL,
                          hInstance,
                          NULL);

    ShowWindow(hWnd, nCmdShow);

    // set up and initialize Direct3D
    initD3D(hWnd);

    // enter the main loop:

    MSG msg;

    while(TRUE)
    {
        while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
        {
            TranslateMessage(&msg);
            DispatchMessage(&msg);
        }

        if(msg.message == WM_QUIT)
            break;
            
        render_frame();
    }

    // clean up DirectX and COM
    cleanD3D();

    return msg.wParam;
}


// this is the main message handler for the program
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
    switch(message)
    {
        case WM_DESTROY:
            {
                PostQuitMessage(0);
                return 0;
            } break;
    }

    return DefWindowProc (hWnd, message, wParam, lParam);
}


// this function initializes and prepares Direct3D for use
void initD3D(HWND hWnd)
{
     
     d3d = Direct3DCreate9(D3D_SDK_VERSION);    // create the Direct3D interface
  
     D3DPRESENT_PARAMETERS d3dpp;    // create a struct to hold various device information

     ZeroMemory(&d3dpp, sizeof(d3dpp));    // clear out the struct for use
     d3dpp.Windowed = true;    // program windowed, not fullscreen
     d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;    // discard old frames
     d3dpp.hDeviceWindow = hWnd;    // set the window to be used by Direct3D

     getchar();
     
     // create a device class using this information and the info from the d3dpp stuct
     d3d->CreateDevice(D3DADAPTER_DEFAULT,
                       D3DDEVTYPE_HAL,
                       hWnd,
                       D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                       &d3dpp,
                       &d3ddev);
}


// this is the function used to render a single frame
void render_frame(void)
{
    // clear the window to a deep blue
    d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, (interval*255)/5 ), 1.0f, 0);

    d3ddev->BeginScene();    // begins the 3D scene

    // do 3D rendering on the back buffer here

    d3ddev->EndScene();    // ends the 3D scene

    d3ddev->Present(NULL, NULL, NULL, NULL);   // displays the created frame on the screen
}


// this is the function that cleans up Direct3D and COM
void cleanD3D(void)
{
    d3ddev->Release();    // close and release the 3D device
    d3d->Release();    // close and release Direct3D
}

I'm using the March 2009 version of DirectX. I can't seem to figure out why it doesn't recognize the D3D_DEBUG_INFO. Any help would be appreciated.
Sc4Freak
Sc4Freak
Solution: don't use Dev-C++ [grin].

Although, really, that's not bad advice. I've used Dev-C++ before; and it is truly horrible. Trying to use it with DirectX is going to be doubly painful.

What problems did you have with VC++? Make sure you get the latest version (Visual C++ 2008). It really is a better IDE, and it's the industry standard. Plus it's officially supported for use with the DirectX SDK.

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.