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Journeyman III

Device lost on stereo/quad buffer rendering


I Want to add stereo capability to my existing 3D app written in DirectX9. and I am using the quad buffer SDK for this.

the application runs OK. but when there is an event of device lost ( for example if the user click on application in the other monitor) ,I lose the stereo rendering. i.e. I see non stereo rendering.

for non stereo when a device lost, a call to IDirect3DDevice9::Reset solve the problem.

I noticed in the sample with the quad buffer sdk, the application behaves the same. the lost device is handled, and there is render after that but no stereo.

I tried to make 2 reset called:

the first to windowed mode and then call

sendStereoCommand(ATI_STEREO_ENABLESTEREO, NULL, 0, 0, 0)


and then reset to full screen again. without any luck.

does anyone  have an idea how to make the sample overcome device lost?

1 Reply
Journeyman III

I can tell you that you may have better luck in DX11 as the device lost handling is superior all around.  It takes a bit of time to convert your application however.

I think for DX9 you were trying the right things. You might have to play around with it to get it to work. Sorry I can't be more helpful right now.