Thanks again Mukuste for your work! One question: Would it be possible to add higher resolutions to the "windowed fullscreen"? Just got myself a 2560x1440 monitor and now the 1920x1080 windowed mode doesn't cover the whole screen anymore... Of course only if this is easy to implement.
Right now it always uses the primary monitor to obtain the screen size. So I guess that monitor isn't your primary one? Multimonitor support is on the list.
mfuegemann:
- Transparency calculation is not right (Transparency set to 2/0/0 and colors 0/0/0 are shown as transparent)
Can you explain a bit better what you mean? I don't understand.
Ok,
Test 5 has a major graphics issue. Check out airborne. If you look at the apron you can see it easily. I gave you comparison photos for airborne. Tpo one is what its supposed to look like. I also included worldcup soccer as its more apparent on that table. Keep in mind the apron isnt the only area thats affected but its just easier to see.
WCS is Body dumps mod and airborne is body dump/JF version.
Also, another weird thing. Test 4 seems to be working now with no graphics issue on airborne over Win XP. I did nothing different. Wondering if a reboot was all that was needed ?
Yeah, Airborne and TZ have known issues on XP, I have no idea why. Maybe DJRobX can uncover something, I don't have an XP machine. The only thing I can tell you is to update to the latest drivers and see if it fixes the issue, it might be a driver problem.
EDIT: Actually, hold on.... at least the Airborne issue I can reproduce if I run the release build, RobX was spot on there... still no idea what's wrong, though.
From now....i made VP DX9 to my primary VP! 
There is just some minor bugs as mentioned....like this:
What table is that?
...also..that black/transparency issue.
What is that issue?
Also, another weird thing. Test 4 seems to be working now with no graphics issue on airborne over Win XP.
Whatever that texture issue is, it's "random". The blotch changes in shape. Sometimes it's visible, sometimes it's not. TZ Megapin has the same problem. Behavior suggests that something is operating on uninitialized memory. Probably never reproduces in a debug build 
Mukuste - I tried to take a stab at finding this issue since you're having a hard time reproducing, but I can't build your source. It's missing 'Material.cpp' and there are various other errors, for example:
textbox.cpp(286): error C2039: 'RenderMovers' : is not a member of 'Textbox'
1> r:\source\vpdx9\vp9_dx9_test5\textbox.h(27) : see declaration of 'Textbox'
1>textbox.cpp(290): error C2065: 'm_pobjframe' : undeclared identifier
1>textbox.cpp(293): error C2065: 'm_d' : undeclared identifier
You might want to check that what's in github is cohesive. 
Thanks for trying to help track this down! The Github is cohesive, but the VS project files might not be since I don't use them, so I would recommend using CMake to regenerate whatever version of solution you need.
Also, make sure the VPINBALL_DX9 define is set (the CMake file should take care of that, but double check in case you still have problems).
Fatal error on Rocky and Bullwinkle: Starting this table I get error in the rendering device:
Fatal Error: HRESULT 8007007e at ..\RenderDevice.ccp:342
I am running Win7 64bit, 4GB memory and Nvdia GTX760 2GB, I only observed this in Rocky & Bullwinkle. All other tables are running fine. Can you help?
Hm, that's when it's trying to compile a shader. Two things to try: (1) disable FXAA/3D (2) do a complete installation of DirectX 9.
Edited by mukuste, 22 February 2014 - 07:12 PM.