   [DX10] "Invalid parameter passed to C runtime function" when creating my device.
  Hi!I have followed Bobby Anguelov's tutorials at http://takinginitiative.wordpress.com/ for help creating a small graphics engine. The engine works great except that I get the message "Invalid parameter passed to C runtime function." in the output window in VS2008 when creating my DX 10 device. After downloading the Bobby's tutorials and running them, I noticed that his exact code gives the very same error message.I don't know if this is something to worry about, since everything seems to be working fine, but it would be nice to find out what is wrong. My device creation code is as follows: (The error is printed when D3D10CreateDeviceAndSwapChain is run)bool Renderer::initDX(){// Get window dimensions.RECT rc;GetClientRect(mWindowHandle, &rc);UINT width = rc.right - rc.left;UINT height = rc.bottom - rc.top;//Set up DX swap chain.DXGI_SWAP_CHAIN_DESC swapChainDesc;ZeroMemory(&swapChainDesc, sizeof(swapChainDesc));// Set buffer dimensions and format.swapChainDesc.BufferCount = 2;swapChainDesc.BufferDesc.Width = width;swapChainDesc.BufferDesc.Height = height;swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;;// Set refresh rate.swapChainDesc.BufferDesc.RefreshRate.Numerator = 60;swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;// Sampling settings.swapChainDesc.SampleDesc.Quality = 0;swapChainDesc.SampleDesc.Count = 1;// Output window handle.swapChainDesc.OutputWindow = mWindowHandle;swapChainDesc.Windowed = mWindowed;    if(DEBUG_OUTPUT){std::string str("Creating DX device...");Utility::log(str);}// Create the D3D device and swap chain.if (FAILED(D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, 0, D3D10_SDK_VERSION, &swapChainDesc, &mSwapChain, &mDevice))){Utility::log("ERROR - Renderer::initDX - Could not create DX device and swap chain.");return false;}// Create render target view.// Try to get the back bufferID3D10Texture2D* backBuffer;if (FAILED(mSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), reinterpret_cast<void**>(&backBuffer)))){Utility::log("ERROR - Renderer::initDX - Could not get the back buffer.");return false;}// Try to create render target view.if (FAILED(mDevice->CreateRenderTargetView(backBuffer, NULL, &mRenderTargetView))){Utility::log("ERROR - Renderer::initDX - Could not create render target view.");return false;}// Release the back buffer.backBuffer->Release();// Set the render target.mDevice->OMSetRenderTargets(1, &mRenderTargetView, NULL);// Create viewport structure.mViewPort.Width = width;mViewPort.Height = height;mViewPort.MinDepth = 0.0f;mViewPort.MaxDepth = 1.0f;mViewPort.TopLeftX = 0;mViewPort.TopLeftY = 0;// Set the viewport.mDevice->RSSetViewports(1, &mViewPort);return true;}   