For a while now we've had D3D9 devices use a VertexBuffer in D3DPOOL_DEFAULT. This is fine but it means the buffer needs to be released and recreated when a device reset is performed on a non D3D9-ex device (for example after screenlock), otherwise the device reset will fail and we will consider the device lost beyond hope and recreate all layer managers.
This is a big problem for Windows XP.
blocking2.0: --- → ?
Add missing return true.
sounds like we need to change this from nominated for 2.0 to blocking beta8 to reduce the volume of the #1 top crash on trunk (bug 611597).
Can we just used D3DPOOL_MANAGED to avoid loosing the vertex buffer on device reset?
Status: ASSIGNED → RESOLVED
Closed: 9 years ago
Resolution: --- → FIXED
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