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?
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.