windowstexturesdirectxalphauac

Directx9 and Windows UAC Problem. How can I fix ground distortion?


In order to improve myself, I work on ready-made resources. However, I am currently faced with a problem that has been bothering me for days. When I first open the game, everything works fine, but when the Windows User Control (UAC) screen comes up through any program, the background visuals in my game are distorted. I am very novice in these matters, I would be very happy if you could help me in a way that I can understand. Thank you very much

Original:

enter image description here

After UAC:

enter image description here

First code:

    if (FAILED(hr = ms_lpd3dDevice->TestCooperativeLevel()))
    {
      if (D3DERR_DEVICELOST == hr)
         return DEVICESTATE_BROKEN;

      if (D3DERR_DEVICENOTRESET == hr)
         return DEVICESTATE_NEEDS_RESET;

     return DEVICESTATE_BROKEN;
    }

Then this place is triggered:

case CGraphicDevice::DEVICESTATE_NEEDS_RESET:

   m_pyBackground.ReleaseCharacterShadowTexture();
   CRenderTargetManager::Instance().ReleaseRenderTargetTextures();

   Trace("DEVICESTATE_NEEDS_RESET - attempting");
   if (!m_grpDevice.Reset())
   {
       return DEVICE_STATE_SKIP;
   }

   CRenderTargetManager::Instance().CreateRenderTargetTextures();
   m_pyBackground.CreateCharacterShadowTexture();

   break;

Solution

  • Based on the screenshots, it seems after the lost device and desktop switch, Windows resets sampler state you use to load from your low-resolution texture from linear to the default which is D3DTEXF_POINT.

    You should restore the state by calling IDirect3DDevice9.SetSamplerState method the same way you do on startup of your app.

    P.S. Direct3D 11 is much better than 9 in that regard, most of the times it manages these states automagically.