With textures, the surface and the texture(the container) share one reference
count. In the case of swapchains the swapchain is the container, so a
GetBackBuffer would increment the swapchain's refcount to 2. So the swapchain
wouldn't be destroyed before the backbuffer was released.
I am not su
Am Montag, den 02.06.2008, 06:23 -0400 schrieb Ivan Gyurdiev:
> Ivan Gyurdiev wrote:
> > Michael Karcher wrote:
> >> Does anyone knows whether the test has this been written buggy on
> >> purpose (some app does this), or it is by accident?
> >>
> I guess the reason why switching the render target w
Ivan Gyurdiev wrote:
> Michael Karcher wrote:
>> Does anyone knows whether the test has this been written buggy on
>> purpose (some app does this), or it is by accident?
>>
>>
> Probably the first one - I wrote the test with rather limited
> understanding of how rendertargets work.
> I don't th
Michael Karcher wrote:
> Does anyone knows whether the test has this been written buggy on
> purpose (some app does this), or it is by accident?
>
>
Probably the first one - I wrote the test with rather limited
understanding of how rendertargets work.
I don't think there was a specific applicat
Hello developers (mostly direct3d hackers),
the infamous crash in d3d9:stateblock [1] is caused by a call sequence
that is forbidden according to the DirectX SDK documentation. The
switch_rendertarget test makes a new swap chain, and sets its backbuffer
as new rendering target, and then releases t