D3derr Notavailable Createdevice Function Error
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you, helping each other. Join them; it only takes a minute: Sign up DirectX9 CreateDevice failed with D3DERR_NOTAVAILABLE up vote 0 down vote favorite There is initializing code for dx9 device D3DDISPLAYMODE display; m_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &display); ZeroMemory(&m_d3dpp, sizeof(m_d3dpp)); m_d3dpp.Windowed = false; m_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; m_d3dpp.BackBufferFormat = display.Format; m_d3dpp.EnableAutoDepthStencil = false; m_d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE; /*BackBufferHeight and BackBufferWidth also set directdraw acceleration not available from elsewhere*/ DWORD flags = D3DCREATE_FPU_PRESERVE|D3DCREATE_MULTITHREADED; m_pD3D->CreateDevice(D3DADAPTER_DEFAULT, m_Devtype, hWnd, flags, &m_d3dpp, &m_pd3dDevice) The fact is that this works well with both m_Devtype = D3DDEVTYPE_HAL and m_Devtype = D3DDEVTYPE_REF. But on some particular computer (winXP, sp3, last dx installed) CreateDevice returns D3DERR_INVALIDCALL for D3DDEVTYPE_HAL and D3DERR_NOTAVAILABLE for D3DDEVTYPE_REF. m_pD3D and display are both valid. display struct has rgb565 in format field. Seems to be important: "DX Caps Viewer" shows no hardware adapters and only one software, with format rgb565. Looks like every parameter is right in CreateDevice and i expect that it must return D3D_OK for reference device, why not? UPD1: Now i know, that this unlucky XP runs on some virtual machine. That's why there is just one software adapter, i guess. directx directx-9 share|improve this question edited Jan 17 '14 at 8:39 zdd 4,02352249 asked Jan 15 '14 at 15:05 mjollneer 44521025 add a comment| 1 Answer 1 active oldest votes up vote 0 down vote You didn't specify any vertex processing method in CreateDevice function. try se
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Libraries, and Tools Virtual and Augmented Reality Creative Game Design Music and Sound Visual Arts Business Breaking into the Industry Production and Management Interviews Business and Law Event Coverage Forums http://stackoverflow.com/questions/21140926/directx9-createdevice-failed-with-d3derr-notavailable All Forums Technical Game Programming General Programming Graphics Programming and Theory DirectX and XNA OpenGL & Vulkan Multiplayer and Network Programming Artificial Intelligence Math and Physics Mobile & Console Development Build Systems & Source Control Middleware, Libraries, and Tools Virtual and Augmented Reality Creative Game Design Writing For Games Music and Sound Visual Arts Gallery Business Breaking into the http://www.gamedev.net/topic/396581-what-does-error-d3derr_notavailable-mean/ Industry Business & Law Production & Management Community GDNet Lounge Coding Horrors Article Writing Comments, Suggestions and Ideas Your Announcements Hobby Project Classifieds Indie Project Showcase Community Developer Journals GDNet+ Subscriptions Gallery Store Classifieds Jobs Freelancers Hobby Projects Marketplace Newsletter » Home » Forums » The Technical Side » For Beginners Chat Watched Content New Content 0 What does error D3DERR_NOTAVAILABLE mean? Started by Argoran, Jun 04 2006 07:34 PM Old topic! Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic. You cannot reply to this topic 4 replies to this topic #1 Argoran Members -Reputation: 122 Like 0Likes Like Posted 04 June 2006 - 07:34 PM I'm trying directx9. But it goes wrong when calling the CreateDevice function and returns an error called D3DERR_NOTAVAIBLE. The book just says 'The Device Do Not Support This Call'. I got really confused. Here is the codes: D3DPRESENT_PARAMETERS D3DPresentParam; ZeroMemory(&D3DPresentParam, sizeof(D3DPresentParam)); D3DPresentParam.Windowe
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