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It occured to me last night that when when emulating an xdk 5849 app that when you try to render a simple triangle with the usual vertex buffer and attempt to use IDirect3DDevice8:: DrawPrimitive(), it always crashes around the IDirect3DDevice8::SetStreamSource() because it has a NULL vertex buffer passed in, but when you use an index buffer and use IDirect3DDevice8:: DrawIndexedPrimitive() (ie rendering meshes, etc), it works just fine. This appears to have some connection to the "Bad Boys 2" crash I keep bring up every now and then. I thought that the NULL vertex buffer was only on Bad Boys 2, but now I just noticed that it happens with all 3D apps built with 5849. Caustik, Kingofc, I really hope that this info was useful to you both. :D
 

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hmm, NULL pointer for SetVertexBuffer is a way to disable the specified vertex pipeline, so it shouldn't crash. When I have time and the game I'll take a deeper look at it.
 
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