Original Post
In all the time I''ve ever written programs, I''ve never debugged them. Good practice, eh? Oh well, my noviceness never ends.
Getting to the point: I cranked the D3D8 debug all the way up and set it to break on memory leaks. The thing runs just fine fullscreen. If I run it in a window, I get this error:
Direct3D8: :====> ENTER: DLLMAIN(00cc3650): Process Detach 000007dc, tid=00000508
Direct3D8: (INFO) :MemFini!
Direct3D8: (ERROR) :Memory still allocated! Alloc count = 119
Direct3D8: (ERROR) :Current Process (pid) = 000007dc
I have no idea what this is trying to tell me. Could someone fill me in?
Also, while the program''s running, I get message after message saying:
Direct3D8: (WARN) :Ignoring redundant SetRenderState #
or
Direct3D8: (WARN) :Ignoring redundant SetTextureStageState Stage: #, State: #
where #=a different number with each message. wtf is this saying? There''s only a few places these calls are made in my code (in fact I think SetTextureStageState is never called) and I''m pretty sure they''re not repeated without a cause.
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Herb M. (mdfmKoRn)
www.sky-meyg.com
s3202@attbi.com