   Direct3D - black screen on netbook
  I've been working on a project for a while now and it works correctly on a variety of Vista and XP machines. Except one. I'm now trying it on a netbook. Everything seems to be working, such that the Direct3D calls (or, should I say, SlimDX) calls all seem to be returning a 'success' result. However, the result is a completely black viewport.What could be causing this? I've confirmed that Direct3D is available and ran the test in dxdiag successfully for DirectX 9.If it helps, I'm using C#, and hosting the Direct3D scene in WPF using SlimDX / D3DImage.-Any- help or ideas would be very welcome!EDIT: Here is the source (WPF window code-behind) for a test program I'm using which shows how I'm initialising Direct3D. If anyone can spot any potential problems, please let me know!namespace DXTest{    /// <summary>    /// Interaction logic for Window1.xaml    /// </summary>    public partial class Window1 : Window    {   HwndSource hWnd;   Direct3D d3d;   Device dev;   D3DImage image;   Line l;   public Window1()   {  InitializeComponent();  this.Loaded += Window_Loaded;  this.Closing += Window_Closing;   }   private void Window_Loaded(object sender, RoutedEventArgs e)   {  Log("Window_Loaded");  this.hWnd = new HwndSource(0, 0, 0, 0, 0, "TEST", IntPtr.Zero);  Log("HwndSource created");  this.d3d = new Direct3D();  Log("Direct3D created");  PresentParameters pp = new PresentParameters()  { AutoDepthStencilFormat = Format.Unknown, BackBufferCount = 1, BackBufferWidth = 100, BackBufferFormat = this.d3d.GetAdapterDisplayMode(0).Format, BackBufferHeight = 100, DeviceWindowHandle = hWnd.Handle, EnableAutoDepthStencil = false, FullScreenRefreshRateInHertz = 0, Multisample = MultisampleType.None, MultisampleQuality = 0, PresentationInterval = 0, PresentFlags = PresentFlags.None, SwapEffect = SwapEffect.Discard, Windowed = true  };  this.dev = new Device(d3d, 0, DeviceType.Hardware, hWnd.Handle, CreateFlags.SoftwareVertexProcessing, pp);  Log("Device created");  this.image = new D3DImage();  Log("D3DImage created");  this.Background = new ImageBrush(image);  this.l = new Line(this.dev);  CompositionTarget.Rendering += new EventHandler(CompositionTarget_Rendering);   }   byte i = 0;   private void CompositionTarget_Rendering(object sender, EventArgs e)   {  i += 1;    Result r = dev.Clear(ClearFlags.Target, new Color4(i / 255F, 0F, 0F), 0F, 0);  LogResult("Clear", r);  r = this.dev.BeginScene();  LogResult("Begin Scene", r);  Vector2[] vs = new Vector2[] { new Vector2(0, 0), new Vector2(100, 100) };  r = l.Draw(vs, new Color4(1F, 1F, 1F));  LogResult("Draw", r);  r = this.dev.EndScene();  LogResult("End Scene", r);  Surface bb = this.dev.GetBackBuffer(0, 0);  this.image.Lock();  this.image.SetBackBuffer(D3DResourceType.IDirect3DSurface9, bb.ComPointer);  this.image.AddDirtyRect(new Int32Rect(0, 0, 100, 100));  this.image.Unlock();  bb.Dispose();   }   private void Window_Closing(object sender, System.ComponentModel.CancelEventArgs e)   {  l.Dispose();  dev.Dispose();  d3d.Dispose();  hWnd.Dispose();   }   private static void Log(string format, params object[] args)   {  using (StreamWriter sw = new StreamWriter("App.log", true))  { sw.WriteLine(format, args);  }   }   private static void LogResult(string desc, Result r)   {  Log(string.Format("{0}\t{1}", desc, r.Description));   }    }}
  Are you using the  debug runtimes ? What's the output?   ;  I have DebugView running, but I see no output at all. I don't think I'm using the Debug runtimes, but when I run the DirectX Control Panel (whose EXE I copied to the test machine) the debug runtimes are not selectable - are these only installed with the SDK? Or is there another way to have them available without having to install the whole thing? Thanks. :)   ;  The debug runtime is only available when you install the SDK.   ;  I've got the same strange problem here on a notebook with Intel Graphics Chipset 945GM. My engine is based on SlimDX and uses Direct3D9. It works correctly on many PCs, but shows an entirely black screen on my notebook. Nothing seems to fail. Everything runs as it should, but still no output on screen. Other 3D games like World of Warcraft run perfectly fine on the notebook. I am completely clueless TBH. :(   ;  This netbook has the same graphics chipset. :(I'm slowly downloading the SDK, just to get the debug runtimes, and hopefully they'll let me know what the problem is. I'll keep you updated. :)   ;  Solved! As it turned out, the problem was to do with having a 'fake' display adapter installed called 'BB Capture' which is apparently video capture software. Disabling that video adapter made everything work.I assume therefore that it was considered the primary display adapter! as you can see in my code, I choose display adapter '0' which should pick the default adaptor. Since this doesn't appear to work alongside this video capture software, is there a way I can properly choose the correct display adapter? Perhaps by testing the capabilities of the display adapter? If so, what would be the best way to do this?Thanks!   ;  I'd suggest that you check the two devices using the DirectX Caps Viewer and see what differences they have. Let us know.   ;Quote:Original post by BarguastSolved! As it turned out, the problem was to do with having a 'fake' display adapter installed called 'BB Capture' which is apparently video capture software. Disabling that video adapter made everything work.Thanks for the feedback. But sadly this isn't the solution for me. Only one device is active here and the Caps also returns just this single adapter.   