Original Post
Hi!
For some users of my game, CreateDevice fails with D3DERR_INVALIDCALL.
I initialize the device like this:
Windowed
DepthStencil: True, D16
Multisampling: None Quality 0
Present Flags: None
Backbuffer format: Unknown
If that doesn't work, my software tries the same parameters with software vertex processing.
If that doesn't work, it tries to initialize the device without depth buffer.
For a significant number of users, all three attempts fail.
What could cause this problem?
I cannot use the debug runtime as I have no machine where I can reproduce the problem.
I appreciate any ideas!
For some users of my game, CreateDevice fails with D3DERR_INVALIDCALL.
I initialize the device like this:
Windowed
DepthStencil: True, D16
Multisampling: None Quality 0
Present Flags: None
Backbuffer format: Unknown
If that doesn't work, my software tries the same parameters with software vertex processing.
If that doesn't work, it tries to initialize the device without depth buffer.
For a significant number of users, all three attempts fail.
What could cause this problem?
I cannot use the debug runtime as I have no machine where I can reproduce the problem.
I appreciate any ideas!