Scrolling Game Development Kit Forum

SGDK Version 2 => Help, Errors, FAQ => Topic started by: Tanja on 2008-09-02, 11:56:40 AM

Title: error: D3DERR_INVALIDCALL
Post by: Tanja on 2008-09-02, 11:56:40 AM
today i used the computer of my friend. there i used sgdk2 like normal (until one strange display error which cause we coudn't find, http://gamedev.enigmadream.com/index.php?topic=1137.0 (http://gamedev.enigmadream.com/index.php?topic=1137.0))
i run the exe of the file i worked on yesterday, and a fat error came. than i opened an elder version of Mistraal, and the same error came. there is something wrong here, really.
Title: Re: error: D3DERR_INVALIDCALL
Post by: bluemonkmn on 2008-09-03, 05:33:24 AM
Looks like another hardware or driver problem.  He must have an un-supported video card.  Maybe he doesn't have enough video memory to create large textures like your project has, or to create textures whose size is not a power of 2?
Title: Re: error: D3DERR_INVALIDCALL
Post by: Tanja on 2008-09-03, 05:45:40 AM
hm, it is likely the video memory. baah....
Title: Re: error: D3DERR_INVALIDCALL
Post by: durnurd on 2008-09-03, 07:24:04 AM
Would there be a way to resize the graphic sheets at runtime to be power of 2 if necessary?
Title: Re: error: D3DERR_INVALIDCALL
Post by: Tanja on 2008-09-04, 03:09:56 AM
i had a very large tileset, reducing it was the solution. i had also a sprite sheet of 28x42, this isn't power of two, right? there was no error because of it.
my friend asked me yesterday, why his graphics card could play 3d games, but not show this large texture. he said the IDE must be not so good. the texture was 912x397, and i made a sheet with 1 row and 3 columns out of it ( 3x912 ).
the graphics card is an Intel 82845G/GL/GE/PE/GV Graphics Controller, 64MB memory. i said modern 3d games don't use so big textures like i did, but what do you say?
Title: Re: error: D3DERR_INVALIDCALL
Post by: Jam0864 on 2008-09-04, 05:20:47 AM
well it's an absolutely pathetic graphics card, no offense to your friend.
Title: Re: error: D3DERR_INVALIDCALL
Post by: bluemonkmn on 2008-09-04, 05:32:28 AM
I agree with you Tanja.  Big budget 3D games have people to work on optimizing texture memory use.  Your textures, if I recall correctly, were using a lot of unnecessary memory that could be optimized.  Also, big budget 3D games know their system requirements better :).  Your friend probably doesn't buy 3D games that require more than 64 MB video RAM and so he wouldn't see such problems of course.  I should also mention that most drivers/hardware do not require that textures be a power of 2 any more, I think.  So it's not surprising that all you had to deal with was memory usage.
Title: Re: error: D3DERR_INVALIDCALL
Post by: EdogZen on 2009-04-01, 09:28:25 AM
Thanks for the info, your dialog on this error has helped me with my own issue. :surprise: