Skip to main content
gamedev.net
🔒 Locked

When Clear doesnt Clear...

Started by Zaei Dec 19, 2001 at 6:43 AM 3 replies 600+ views
Original Post
Zaei
Zaei
Are there any cases where a call to Clear() wont fail, and wont clear? I know that It will fail when there is no ZBuffer attached, and you specify D3DCLEAR_ZBUFFER (disregarding stencil buffer, not using it). But, it doesnt work when I dont specify _ZBUFFER and create the device without a zbuffer. It also doesnt return an error. Yet it still fails to clear. Any ideas? Z. [edit] Forgot to mention...This only happens while in Release Mode, and not running from the IDE. Otherwise, it works perfectly(Debug Build, no IDE, Debug Build, Release Build and hitting the "Go" button). Happens on both the Retail, and Debug versions of the runtime, and using refrast. MSVC6. Edited by - Zaei on December 19, 2001 7:45:47 AM
__"Evil is Loud"
LordKronos
LordKronos
There is a BIG warning sign there...the fact that it only happens in debug or only in release. In 100% of cases I have EVER seen where this happens, the problem always stems back to not initializing some memory (be it a pointer, a variable, an array, whatever). It may not be the most obvious thing either.

Have you tried calling glGetError and gluErrorString to see what (if anything) it tells you? I you passed in a bad param to a previous function, that could cause problems later on.
Ron FrazierKronos Softwarewww.kronos-software.comMiko & Molly - Taking Puzzle Games to A Whole New Dimension
Zaei
Zaei
I will have to take a look into it. This could get ugly =). I have a LOT of functions to step through. I wish I could call glGetError(), but this is DX... not much help there. Too bad there isnt a magical FixBugs() function.

Z.
__"Evil is Loud"
KingsRevenge
KingsRevenge
Yo i had this same problem, but I can''t remember what i did to fix it, it was something stupid though, check your RenderStates i think it''s somewhere in there.

Eric Wright o0Programmer0o

NeXe

My Homepage
Eric Wright o0Programmer0o
LordKronos
LordKronos
quote:
Original post by Zaei
I wish I could call glGetError(), but this is DX... not much help there. Too bad there isnt a magical FixBugs() function.



Doh!!! I''ll have to read better next time

Ron FrazierKronos Softwarewww.kronos-software.comMiko & Molly - Taking Puzzle Games to A Whole New Dimension

Topic Locked

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

Sign in to reply to this topic.