   Trouble with REF device
  Hi,I'm trying to get the REF device to work so I can run my sample on machines that don't support ps3.0, which I am using, and so I can debug pixel shaders.  I thought that all I had to do was specify D3DDEVTYPE_REF when I create the device.  Doing that succeeds but nothing is ever drawn (the render loop is going and the backbuffer is being cleared each frame but that's it).  I have done all the usual things like check the d3d debug output and make sure I have d3dref9.dll.The only thing I can find that I might be missing is in the docs for D3DDEVTYPE:Quote:A D3DDEVTYPE_REF device should be created in D3DPOOL_SCRATCH memory, unless vertex and index buffers are required. To support vertex and index buffers, create the device in D3DPOOL_SYSTEMMEM memory.Now what does that mean?  There's nowhere to specify what pool the device is created in.  Any help on what this remark means or how I can get a REF device working is welcome.   
  I have no idea what that snippet of the docs is referring to, but the only thing you should have to change (aside from the device type itself) is that you'll have to disable hardware vertex processing and use software vertex processing instead.Where is that part of docs quoted from (What section)?   ;Quote:Original post by Evil SteveI have no idea what that snippet of the docs is referring to, but the only thing you should have to change (aside from the device type itself) is that you'll have to disable hardware vertex processing and use software vertex processing instead.Where is that part of docs quoted from (What section)?...and in order to step through the shaders, you need to create them with the Debug flags.Dave   ;  Thanks for the responses.Quote:you'll have to disable hardware vertex processing and use software vertex processing instead.I'm currently using software processing and creating the vertex buffers in system memoryQuote:Where is that part of docs quoted from (What section)?That is from the remarks of the D3DDEVTYPE structure.Quote:in order to step through the shaders, you need to create them with the Debug flags.I'm doing that too, in fact I'm doing everything in the 'Getting Started Debugging Shaders' tutorial.  But i figured I should be able to render something with the REF device before debugging shaders, and I can't even do that.I'll keep looking into it, it must be something wrong with the specific effect that I'm using since the backbuffer clear and present are working with the REF device.   ;Quote:Original post by jameswI'm doing that too, in fact I'm doing everything in the 'Getting Started Debugging Shaders' tutorial.  But i figured I should be able to render something with the REF device before debugging shaders, and I can't even do that.I'll keep looking into it, it must be something wrong with the specific effect that I'm using since the backbuffer clear and present are working with the REF device.Before trying your app with SM 3.0 shaders, just try it with normal 2.0 shaders.  This way, you can test your setup in hardware first.  If it works on your hardware but not in REF, you are probably doing something wrong somewhere.  The debug runtime output can be quite helpful about tracking these problems down.First thing I would check would be the classic problem with DrawIndexedPrimitive() parameters.  Nvidia cards generalize these parameters, so when you try your app on ATI hardware or on REF, it goes boom.   