   conflict between sdl and dx?
  before i started to add any sdl my engine ran perfectly fine.  now that i DO have sdl (just input stuff), it keep getting a FAILED(Present()).. everything still draws to the screen fine, it's just the i guess the present() fucntion is failing.  and plus none of my inputs are working...  any ideas?   
  are there any known conflicts between sdl and dx?   ;  does anyone know?   ;  You are using DirectX for graphics and SDL for input? ... Why?   ;Quote:Original post by RoboguyYou are using DirectX for graphics and SDL for input? ... Why?Prolly' because SDL is nicer with the input...Anyways, I am no expert in DX - but I do know things for SDL.First - if you are using SDL ONLY for input, you can use this:unsigned char *pKeys = SDL_GetKeyState(NULL);if (pKeys[SDLK_SOMEKEY])....Second - make sure you are not initializing anything with SDL.  I don't think that DX will like how SDL set's up the screen...Third - Are you polling for events with SDL?  Or just input?  That may be also the problem.C++   ;  Have a look at this article. It shows how to use DirectX with SDL. It might give you some hint as to what's going wrong with yours.;Quote:Original post by RoboguyYou are using DirectX for graphics and SDL for input? ... Why?To elaborate on the confusion a little here, most people would use DirectInput over SDL for input in this situation. If you are using Direct3D for graphics you are locked into the Windows platform anyway and SDL does not offer any advantages at this point for input. In fact, SDL probably uses the Windows message pump and (speculation here) possibly some part of DirectInput underneath the hood while on the Windows platform anyway making SDL more overhead.There are articles available for using DirectX alongside SDL here on GameDev somewhere but I can't seem to find them right now. I think Drew Benton may have done one somewhere as well. Hopefully he reads this and chimes in, he usually has these things bookmarked somewhere.edit: You see... stop to get a bite to eat while posting and everyone has something to say :)   ;  Yup, SDL uses DirectInput (and the message pump in some cases) under the covers, but I'm assuming it's working with an interface compatible with DirectX3.0 (for the NT4.0 support).That being said, there hasn't been THAT many additions to the DirectInput interface since then besides the force feedback stuff and perhaps the action mapping capabilities of DirectInput8.If you're just looking for snagging keyboard / mouse / joystick input without any of the bells and whistles, then SDL is perfectly fine.SDL and DirectX work tremendously together in a myriad of combinations:SDL + Direct3DSDL + OpenGL + DirectInput + DirectAudioSDL + OpenGL SDL + OpenGL + OpenALand so on. You can mix it with just about everything out there to provide a good core component of your game engine.;Quote:because SDL is nicer with the input...It is also nicer for the graphixs... If OP is going after the windows platform only I would advice him to stick to DX for everything. If he is considering porting his work to other platforms, to SDL only (for the things SDL can handle).   