Gordon,
I found this note in the documentation for the CheckDepthStencilMatch
function:
============================================================================
The behavior of this method has been changed for Microsoft? DirectX? 8.1.
This method now pays attention to the D24x8 and D32 depth-stencil formats.
The previous version assumed that these format would always be useable with
32- or 16-bit render targets. This method will now return D3D_OK for these
formats only if the device is capable of mixed-depth operations.
=========
Some minor screwup like that, such as asking for Stencil when the hardware
can’t provide it, could be the culprit too. Because, he seems to be using
D16, right ? Again, I’m not too familiar with D3D, so I can’t be of much
help, but maybe if he put out the sequence of calls he’s doing, I could dig
a bit and see if I can come out with something.
Alberto.
-----Original Message-----
From: Gordon McEwen [mailto:xxxxx@enseo.co.uk]
Sent: Friday, November 16, 2001 5:43 AM
To: NT Developers Interest List
Subject: [ntdev] Re: Why can’t D3DFMT_A8R8G8B8 work together with D3DF
MT_D16?
Moreira, Alberto writes:
> I’m not too sure about D3D, I’m an OpenGL guy, but you could be
> running out of video memory, how big is your card’s memory ? Note
> that A8R8G8B8 needs 4 bytes per pixel, so, 1280x1024 for example,
> requires about 5.2Mb for the front buffer plus 5.2Mb for the back
> buffer. A 16-bit depth buffer requires 1280x1024x2 = 2.6Mb. Now if
> you add one more surface in offscreen memory, that’s 5.2Mb more,
> so, you see, you run out of memory pretty fast, and I’m not even
> talking about texures yet. I’ll be surprised, however, if D3D ties
> the number of bits in the depth buffer to the bit depth of the
> color buffer, these should be independent.
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