I was getting the HRESULT 88760868 D3D error since rev980 even though I was running in windowed mode (I don't think there is any other option now) and only for tables where I had at some point B2S.Server enabled. If I had never enabled B2S.Server the table would play fine.
I haven't mentioned this yet as the lack of handling for this code has been on the list of "known issues" but if I hibernate / sleep my cab and wake it up while VP is running, this also causes a D3D_DEVICELOST (88760868).
Handling lost devices is quite tricky, it means deleting all textures, vertex buffers, etc, then resetting the device, then recreating all those resources. Obviously VP was never designed with that in mind since it wasn't needed in DX7, so it would be a big effort to implement this.
I already talked about this before, but I have an issue with the AA on VP DX9.
I'd like to update T2_CE for VP DX9, but before doing anything, I would like to disable the AA on the render, but it seems that it's not possible! FXAA is set to 0 though, and AntiAliasing is not available but is set to 0 too by default, I even tried to disable all the AA options in the global settings (except the ball which I need), but the render is still blurred anyway. I guess it has something to do with the way VP DX9 displays the EMReels.
Any thought on how I could get the same render as VP9.21 and make sure everybody get a render with no AA when they play this specific table?
Thank you.
It must be due to how the reels are rendered. In the DX7 versions, they were blitted to the screen as bitmaps and so always kept their exact size and were pixel-perfect. In DirectX 9, there is no such feature, so they have to be rendered as textured rectangles. This means that if you get the coordinates or sizes even slightly wrong, texture filtering will mess with your pixels and cause a blurring which looks like antialiasing. One problem is also that the VP coordinates for the backdrop are not screen coordinates, but some arbitrary units, so there's no telling where the pixel boundaries are.
I guess it's too late to change this for 9.9.0 since it's quite tricky to get right. What would be needed, IMO, is a test table with some reels which use an image with a 1x1 pixel checkerboard pattern. This way we would see immediately where texture filtering messes with the reels.
Edited by mukuste, 27 April 2014 - 07:24 AM.