IDirect3DDevice9Ex and D3DPOOL_MANAGED?

Posted by bluescrn on Game Development See other posts from Game Development or by bluescrn
Published on 2011-02-01T21:53:20Z Indexed on 2011/02/01 23:35 UTC
Read the original article Hit count: 299

Filed under:
|
|

So I wanted to switch to IDirect3DDevice9Ex, purely for the SetFrameLatency function, as fullscreen vsynced D3D seemed to produce noticable input lag.

But then it tells me 'ha ha ha! now you can't use D3DPOOL_MANAGED!':

Direct3D9: (ERROR) :D3DPOOL_MANAGED is not valid with IDirect3DDevice9Ex

Is this really as unpleasant as it looks (when you're relying quite heavily on managed resources) - or is there a simple solution?

If it really does mean manual management of everything (reloading all static textures, VBs, and IBs on a device reset), is it worth the hassle, will IDirect3DDevice9Ex bring enough benefit to make it worth writing a new resource manager?

Starting to think I must be doing something wrong, due to this:

Direct3D9: (ERROR) :Lock is not supported for textures allocated with POOL_DEFAULT unless they are marked D3DUSAGE_DYNAMIC.

So if I put my (static) textures in POOL_DEFAULT, they need flagging as D3DUSAGE_DYNAMIC, just because I lock them once to load the data in?

© Game Development or respective owner

Related posts about directx

Related posts about rendering