Rt0 and rt1 are both NULL, only pDepthStencilView is non-NULL. ID3D11RenderTargetView* rt = Īdapter.pD3D11DeviceContext->OMSetRenderTargets (2, rt, pDepthStencilView) ![]() ![]() ![]() In dgVoodoo this method calls OMSetRenderTargets in the following form: >ĝ3D8.dll!D3D11Root::ApplyRenderTargets(unsigned int adapterID, ID3D11RenderTargetView * rt0, ID3D11RenderTargetView * rt1, ID3D11DepthStencilView * pDepthStencilView) Line 1297Ĝ++ It crashes right at startup, when creating the internal swapchain of the D3D8 device. Dege (dgVoodoo2's creator) says this about the interaction with Unreal Engine D3D8+dgVoodoo 2 games (maybe it's the same thing for UE D3D9 games)
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