D3D9 driver fails with 2x Canvas

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Snixx(Posted 2010) [#1]
I took a multiscreenshot to show the issue clearer, my "prefab" selector to the right uses a canvas aswell as my main map view... they share the same "prefab" texture resources (tImage) and this seems to make the gl driver go mad, d3d9 is also pretty wonky but d3d7 seems ok.




Snixx(Posted 2010) [#2]
These problems seem to be related to me having two canvas, any fix coming up?


Snixx(Posted 2010) [#3]



SebHoll(Posted 2010) [#4]
Hey,

This seems to be a bug in the D3D9Max2D driver (someone else reported the same issue here). Until Mr. Sibly can take a look at it, maybe try what is suggested in the first post of that thread, i.e.

The code below creates two canvases but the second is created the same size as the first instead of the requested size. It works if the creation order is reversed.

I know it's not ideal, but it should get you on your way in the mean time.


Snixx(Posted 2010) [#5]
I tried that thanks, however opengl has the same issues, d3d9 works with some tweaking but not really useable atm.


Ked(Posted 2010) [#6]
With the OpenGL version, did you try using GLShareContexts()?