Author Topic: error: D3DERR_INVALIDCALL  (Read 15595 times)

Tanja

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error: D3DERR_INVALIDCALL
« 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)
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.

bluemonkmn

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Re: error: D3DERR_INVALIDCALL
« Reply #1 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?

Tanja

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Re: error: D3DERR_INVALIDCALL
« Reply #2 on: 2008-09-03, 05:45:40 AM »
hm, it is likely the video memory. baah....
« Last Edit: 2008-09-03, 05:58:01 AM by Tanja »

durnurd

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Re: error: D3DERR_INVALIDCALL
« Reply #3 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?
Edward Dassmesser

Tanja

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Re: error: D3DERR_INVALIDCALL
« Reply #4 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?
« Last Edit: 2008-09-04, 03:14:36 AM by Tanja »

Jam0864

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Re: error: D3DERR_INVALIDCALL
« Reply #5 on: 2008-09-04, 05:20:47 AM »
well it's an absolutely pathetic graphics card, no offense to your friend.

bluemonkmn

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Re: error: D3DERR_INVALIDCALL
« Reply #6 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.

EdogZen

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Re: error: D3DERR_INVALIDCALL
« Reply #7 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: