I've been tinkering with a game project for a while, and after updating to windows 10 I encountered a rather fishy problem. I wonder if this is with my system, or something more fundamental, as I'm running out of ideas how to fix this:
So I'm using Irrlicht 1.8.1, in Windows 10 (earlier Windows 7) and Microsoft Visual C++ Express 2013
I think the problem boils in these few lines:
Code: Select all
device = //EDT_DIRECT3D9,EDT_OPENGL,EDT_BURNINGSVIDEO,EDT_SOFTWARE
createDevice(video::EDT_DIRECT3D9, conf.win_size, 32, conf.full_screen, false, conf.vsync, &receiver);
if (!device) //JL: If DIRECT3D9 fails (as with mingw! ?), try OpenGL.
device = createDevice(video::EDT_OPENGL, conf.win_size, 32, conf.full_screen, false, conf.vsync, &receiver);
if (!device)
return 1;
std::cout << "DEVICE RUN RESULT:" <<device->run();
And in my old setup everything worked perfectly.
In windows 10 if I run my program in "release" configuration things still work fine.
However, running in debug mode causes the device->run() to return zero. (and further crashing the program)
The same seems to happen if I run the exe from "release" setup straight from windows10, not inside the visual Studio.
Then again, the "release" exe works perfectly fine, if I run it from windows10's command prompt.
Any idea what might be the cause of this?
Any idea what can cause the device to not run, while it still gets created (as far as I know) fine. Or is there some check I could still do before trying to run?
(edit:fixed a typos)