   DXUT window stops drawing after clicking 'Size' or 'Move'
  If I right click on the title bar of my game which uses DXUT, and then click on size, or click on move and then click outside the window, the game stops drawing.The frame move callback is still being called, but frame render is not, and if I minimize the window and then restore it, it draws once. This also seems to happen with the samples in the SDK, for example, 'HLSLwithoutEffects'.Does anyone else have this problem and/or know how to fix it?Thank you.   
  DXUT stops rendering as soon as it enters the menu loop, it's supposed to resume rendering as soon as the menu closes, but the system menu might be an exception. Here is the code directly from DXUT.cpp:case WM_ENTERMENULOOP:// Pause the app when menus are displayedDXUTPause(true, true);break;case WM_EXITMENULOOP:DXUTPause(false, false);break;try modifying it to suit your needs, or try removing the snippet completely.   ;  Thanks, but that doesn't have any effect. It helped me find the problem though.WM_EXITSIZEMOVE is not sent when using size or move as described above. As a temporary workaround, I have commented out 'DXUTPause(true, true);' underneath WM_ENTERSIZEMOVE.However, I would prefer to not do this. Any thoughts on why this is happening / how to fix it?Thank you.   ;  Maybe you could try sending a fake WM_EXITSIZEMOVE message to the app via SendMessage every time the window loses focus   ;  Thank you, however I have decided to just disable resizing, as doing so also fixes some issues I was having with mouse capturing.   ;  I had the same problem.I also found out why. If you dont clean up corectly in the CallBack functions OnReset(), OnLost(), OnDestroy() using using xxx.Release(), xxx.OnLostDevice() etc. The DXUT framework will not work correctly.If you are using DXUT from the DX11 SDK, there is a bug in the DX9 part.I have described it in a thread (21.04.2010 from Spontaneous).;  I believe I am cleaning up correctly in the callback functions. If I make some calls to DXUTReset3DEnvironment9(), my game still functions correctly.I am using DXUT from the following location, so I'm not sure if it's the same problem you have.Quote:Microsoft DirectX SDK (February 2010)\Samples\C++\DXUTThis is my message handling code. I just block the WM_SIZING messages, and it is not possible to access the sys menu as a result of my mouse capturing code. (Actually I still need to test it on XP, where if I recall correctly, you could bring up the sys menu from the task bar. It seems to work perfectly under the Aero, Basic, and Classic themes on Windows 7)switch (uMsg){case WM_SIZING:*pbNoFurtherProcessing = true;break;case WM_SETCURSOR:{if (GetForegroundWindow() == hWnd){//don't capture the mouse if the close or minimize button//was clicked, otherwise the button will not be activatedWORD wHitTest = LOWORD(lParam);if ((wHitTest != HTMINBUTTON && wHitTest != HTCLOSE) || HIWORD(lParam) != WM_LBUTTONDOWN){if (visible) { visible = false; ShowCursor(false); }RECT rect;POINT point;point.x = point.y = 0;GetClientRect(hWnd, &rect);ClientToScreen(hWnd, &point);OffsetRect(&rect, point.x, point.y);ClipCursor(&rect);SetCapture(hWnd);}}else{if (!visible) { visible = true; ShowCursor(true); }}}break;case WM_ACTIVATE:{if (wParam != WA_INACTIVE){RECT rect;POINT point;GetWindowRect(hWnd, &rect);GetCursorPos(&point);//if the cursor is outside the window and the window is not//being minimized, place the cursor inside the windowif (!PtInRect(&rect, point) && GetForegroundWindow() == hWnd){point.x = point.y = 0;ClientToScreen(hWnd, &point);SetCursorPos(point.x, point.y);}}else{//release the cursorClipCursor(0);ReleaseCapture();}}break;};  If you are using the (feb.2010) SDK.Check the DXUT.cpp for this function :bool DXUTCanDeviceBeReset( DXUTDeviceSettings* pOldDeviceSettings, DXUTDeviceSettings* pNewDeviceSettings,  IDirect3DDevice9* pd3d9DeviceFromApp, ID3D11Device* pd3d11DeviceFromApp )If you can't find it. Goto spontaneous's thread on 31.april. That might solve your problem.   ;  Sorry. 21. april   ;  My DXUT.cpp does contain the complete DXUTCanDeviceBeReset function. So that's not what was causing the issue.I have everything working the way I want it to, though.Thanks.   