@monogany wrote:
I am marketing my game with a requirement for a DirectX 10 capable video card. But one user gets a crash with a GeForce GTX 280 chip (came in 2009) which I believe supports DirectX 10.
This is the error message:
HRESULT: [0x80070057], Module: [General], ApiCode: [E_INVALIDARG/Invalid Arguments], Message: The parameter is incorrect. Line: 0 at SharpDX.Result.CheckError() at SharpDX.Direct3D11.Device.CreateTexture2D(Texture2DDescription& descRef, DataBox[] initialDataRef, Texture2D texture2DOut) at Microsoft.Xna.Framework.Graphics.Texture2D.CreateTexture() at Microsoft.Xna.Framework.Graphics.RenderTarget2D.GenerateIfRequired()
This is the code that crashes:
DiffuseMSRenderTarget = new RenderTarget2D(device, width, height, false, pp.BackBufferFormat, pp.DepthStencilFormat, pp.MultiSampleCount, RenderTargetUsage.PreserveContents); // resolve target - not needed? diffuseRenderTarget = new RenderTarget2D(device, width, height, false, pp.BackBufferFormat, pp.DepthStencilFormat, 0, RenderTargetUsage.PreserveContents); edgeDetectNormalDepthRenderTarget = new RenderTarget2D(device, width, height, false, pp.BackBufferFormat, pp.DepthStencilFormat, 0, RenderTargetUsage.PreserveContents); // no depth buffer, no multisampling! shadowRenderTarget = new RenderTarget2D(device, width, height, false, pp.BackBufferFormat, DepthFormat.None, 0, RenderTargetUsage.DiscardContents); // no depth buffer, no multisampling! diffuseFinalRenderTarget = new RenderTarget2D(device, width, height, false, pp.BackBufferFormat, DepthFormat.None, 0, RenderTargetUsage.DiscardContents); emissiveModelLightRenderTarget = new RenderTarget2D(device, width, height, false, pp.BackBufferFormat, DepthFormat.None, 0, RenderTargetUsage.DiscardContents); emissiveModelLightDistanceRenderTarget = new RenderTarget2D(device, width, height, false, SurfaceFormat.Rg32 , DepthFormat.None, 0, RenderTargetUsage.DiscardContents); DistanceHeightAndBillboardAlphaRenderTarget = new RenderTarget2D(device, width, height, false, SurfaceFormat.Rgba1010102, DepthFormat.None, 0, RenderTargetUsage.DiscardContents);
Does this mean I need to change the requirements to DirectX 11?
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