<?xml version="1.0"?><?xml-stylesheet type="text/xsl" href="/rss.xsl"?><rss version="2.0"><channel><title>directxtk Issue Tracker Rss Feed</title><link>https://directxtk.codeplex.com/workitem/list/basic</link><description>directxtk Issue Tracker Rss Description</description><item><title>Created Feature: Implement cone as geometry primitive [921]</title><link>http://directxtk.codeplex.com/workitem/921</link><description>Hello,&lt;br /&gt;&lt;br /&gt;I&amp;#39;m sorry if this is not the right place to request, is there a chance to implement a cone as a geometry primitive in DirectxTK&amp;#63;&lt;br /&gt;&lt;br /&gt;the reason is, cones are very useful in implementing spot lights, especially in deferred or pre-pass lightning renderers.&lt;br /&gt;&lt;br /&gt;thanks in advance.&lt;br /&gt;</description><author>walbourn</author><pubDate>Wed, 24 Apr 2013 17:32:52 GMT</pubDate><guid isPermaLink="false">Created Feature: Implement cone as geometry primitive [921] 20130424053252P</guid></item><item><title>Commented Issue: Spritebatch.Draw exception [915]</title><link>http://directxtk.codeplex.com/workitem/915</link><description>Hi.&lt;br /&gt;&lt;br /&gt;I have the following problem with SpriteBatch.Draw&amp;#40;&amp;#41;&amp;#58;&lt;br /&gt;&lt;br /&gt;Unhandled exception at 0x01024A00 in ZXpp.exe&amp;#58; 0xC0000005&amp;#58; Access violation reading location 0x00000000.&lt;br /&gt;&lt;br /&gt;I setup the spritebatch with spriteBatch.reset&amp;#40; new SpriteBatch&amp;#40; dContext&amp;#41; &amp;#41;&amp;#59;&lt;br /&gt;&lt;br /&gt;And .png textures loaded with CreateWICTextureFromFile&amp;#40;...&lt;br /&gt;&lt;br /&gt;Sometimes everything just works, but 90&amp;#37;&amp;#43; of the times it fails with this error - I guess I&amp;#39;m doing something wrong...&amp;#41;&lt;br /&gt;&lt;br /&gt;Cheers&lt;br /&gt;&lt;br /&gt;James&lt;br /&gt;Comments: ** Comment from web user: walbourn ** &lt;p&gt;If you have a memory leak, uninitialized pointer, or similar problem (as is often indicated by 'Debug' working but 'Release' crashing) then changing the problem significantly can often cause it to seem to go away but it's still there.  Make sure you are compiling with Warning Level 4 and fix all warnings. You might even want to go so far as to run Code Analysis on it and check out all messages there too.&lt;/p&gt;&lt;p&gt;Also, DirectSound is deprecated. You should consider [XAUDIO2](http://blogs.msdn.com/b/chuckw/archive/2012/05/15/learning-xaudio2.aspx) or Media Foundation for your audio needs.&lt;/p&gt;</description><author>walbourn</author><pubDate>Sun, 14 Apr 2013 06:00:16 GMT</pubDate><guid isPermaLink="false">Commented Issue: Spritebatch.Draw exception [915] 20130414060016A</guid></item><item><title>Commented Issue: Spritebatch.Draw exception [915]</title><link>http://directxtk.codeplex.com/workitem/915</link><description>Hi.&lt;br /&gt;&lt;br /&gt;I have the following problem with SpriteBatch.Draw&amp;#40;&amp;#41;&amp;#58;&lt;br /&gt;&lt;br /&gt;Unhandled exception at 0x01024A00 in ZXpp.exe&amp;#58; 0xC0000005&amp;#58; Access violation reading location 0x00000000.&lt;br /&gt;&lt;br /&gt;I setup the spritebatch with spriteBatch.reset&amp;#40; new SpriteBatch&amp;#40; dContext&amp;#41; &amp;#41;&amp;#59;&lt;br /&gt;&lt;br /&gt;And .png textures loaded with CreateWICTextureFromFile&amp;#40;...&lt;br /&gt;&lt;br /&gt;Sometimes everything just works, but 90&amp;#37;&amp;#43; of the times it fails with this error - I guess I&amp;#39;m doing something wrong...&amp;#41;&lt;br /&gt;&lt;br /&gt;Cheers&lt;br /&gt;&lt;br /&gt;James&lt;br /&gt;Comments: ** Comment from web user: johara ** &lt;p&gt;I understand. Not enough and then too much information.&lt;/p&gt;&lt;p&gt;However, I have tracked down the source of the crash, and its an odd one. The following line at the start of my  DirectSound setup method is the cause:&lt;/p&gt;&lt;p&gt;DirectSoundCreate8(NULL, &amp;amp;directSound, NULL);&lt;/p&gt;&lt;p&gt;If I omit this (and obviously the rest of the audio setup) then its goodbye to my crashes. &lt;/p&gt;&lt;p&gt;Cheers&lt;/p&gt;&lt;p&gt;James&lt;/p&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;</description><author>johara</author><pubDate>Sat, 13 Apr 2013 23:33:26 GMT</pubDate><guid isPermaLink="false">Commented Issue: Spritebatch.Draw exception [915] 20130413113326P</guid></item><item><title>Commented Issue: Spritebatch.Draw exception [915]</title><link>http://directxtk.codeplex.com/workitem/915</link><description>Hi.&lt;br /&gt;&lt;br /&gt;I have the following problem with SpriteBatch.Draw&amp;#40;&amp;#41;&amp;#58;&lt;br /&gt;&lt;br /&gt;Unhandled exception at 0x01024A00 in ZXpp.exe&amp;#58; 0xC0000005&amp;#58; Access violation reading location 0x00000000.&lt;br /&gt;&lt;br /&gt;I setup the spritebatch with spriteBatch.reset&amp;#40; new SpriteBatch&amp;#40; dContext&amp;#41; &amp;#41;&amp;#59;&lt;br /&gt;&lt;br /&gt;And .png textures loaded with CreateWICTextureFromFile&amp;#40;...&lt;br /&gt;&lt;br /&gt;Sometimes everything just works, but 90&amp;#37;&amp;#43; of the times it fails with this error - I guess I&amp;#39;m doing something wrong...&amp;#41;&lt;br /&gt;&lt;br /&gt;Cheers&lt;br /&gt;&lt;br /&gt;James&lt;br /&gt;Comments: ** Comment from web user: ShawnHargreaves ** &lt;p&gt;You're crashing due to a null pointer read, so you need to look in the debugger to see what data it is trying access that is null.  Perhaps 'cache' isn't set?  Is 'paper' null?  Or 'spriteBatch' itself null?&lt;/p&gt;&lt;p&gt;I don't have time to debug through your whole big program, sorry.  A repro app means to put together a small-as-possible standalone app that demonstrates the problem you are having, separated out from the rest of the program.  This makes it easier for others to understand, and also has the advantage that a lot of times you will figure out the mistake yourself during the process of putting together the repro app...&lt;/p&gt;</description><author>ShawnHargreaves</author><pubDate>Sat, 13 Apr 2013 22:31:44 GMT</pubDate><guid isPermaLink="false">Commented Issue: Spritebatch.Draw exception [915] 20130413103144P</guid></item><item><title>Commented Issue: Spritebatch.Draw exception [915]</title><link>http://directxtk.codeplex.com/workitem/915</link><description>Hi.&lt;br /&gt;&lt;br /&gt;I have the following problem with SpriteBatch.Draw&amp;#40;&amp;#41;&amp;#58;&lt;br /&gt;&lt;br /&gt;Unhandled exception at 0x01024A00 in ZXpp.exe&amp;#58; 0xC0000005&amp;#58; Access violation reading location 0x00000000.&lt;br /&gt;&lt;br /&gt;I setup the spritebatch with spriteBatch.reset&amp;#40; new SpriteBatch&amp;#40; dContext&amp;#41; &amp;#41;&amp;#59;&lt;br /&gt;&lt;br /&gt;And .png textures loaded with CreateWICTextureFromFile&amp;#40;...&lt;br /&gt;&lt;br /&gt;Sometimes everything just works, but 90&amp;#37;&amp;#43; of the times it fails with this error - I guess I&amp;#39;m doing something wrong...&amp;#41;&lt;br /&gt;&lt;br /&gt;Cheers&lt;br /&gt;&lt;br /&gt;James&lt;br /&gt;Comments: ** Comment from web user: johara ** &lt;p&gt;OK,  sorry, I'm just not sure what is helpful and what is noise.&lt;/p&gt;&lt;p&gt;&amp;gt; what is at the line of code where your program is crashing? &lt;/p&gt;&lt;p&gt;&lt;br&gt;spriteBatch-&amp;gt;Draw(cache-&amp;gt;getBlock(), XMFLOAT2(startX, (borderHeight + (line * 8)) * screenScale), NULL, colors[paper], 0.f, XMFLOAT2(0, 0), screenScale);&lt;/p&gt;&lt;p&gt;getBlock() above calls this method:&lt;/p&gt;&lt;p&gt;ID3D11ShaderResourceView* TextureCache::getBlock()&lt;br&gt;{&lt;br&gt;	return block;&lt;br&gt;}&lt;/p&gt;&lt;p&gt;the ID3D11ShaderResourceView* is created by:&lt;/p&gt;&lt;p&gt;	block = 0;&lt;br&gt;	string blockName = &amp;quot;pixelSlices\\block.png&amp;quot;;&lt;br&gt;	wstring wName = wstring(blockName.begin(), blockName.end());&lt;br&gt;	CreateWICTextureFromFile( device, context, wName.c_str(), nullptr, &amp;amp;block);&lt;/p&gt;&lt;p&gt;&lt;/p&gt;&lt;p&gt;&amp;gt;  (or even better, seeing a proper repro app) &lt;/p&gt;&lt;p&gt;My full application (a ZX Spectrum emulator) is available from github. the file ula.cpp contains all the spritebatch code, the application setup &amp;amp; loop is in Application.cpp (mostly copied from the toolkit example). The only other file that might be involved as far as i can see is TextureCache.cpp where the textures are initially loaded as above.&lt;/p&gt;&lt;p&gt;See https://github.com/jo215/ZXpp for the full code.&lt;/p&gt;&lt;p&gt;I appreciate it,&lt;/p&gt;&lt;p&gt;James&lt;/p&gt;&lt;p&gt;&lt;/p&gt;&lt;p&gt;&lt;/p&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;</description><author>johara</author><pubDate>Sat, 13 Apr 2013 20:39:20 GMT</pubDate><guid isPermaLink="false">Commented Issue: Spritebatch.Draw exception [915] 20130413083920P</guid></item><item><title>Commented Issue: Spritebatch.Draw exception [915]</title><link>http://directxtk.codeplex.com/workitem/915</link><description>Hi.&lt;br /&gt;&lt;br /&gt;I have the following problem with SpriteBatch.Draw&amp;#40;&amp;#41;&amp;#58;&lt;br /&gt;&lt;br /&gt;Unhandled exception at 0x01024A00 in ZXpp.exe&amp;#58; 0xC0000005&amp;#58; Access violation reading location 0x00000000.&lt;br /&gt;&lt;br /&gt;I setup the spritebatch with spriteBatch.reset&amp;#40; new SpriteBatch&amp;#40; dContext&amp;#41; &amp;#41;&amp;#59;&lt;br /&gt;&lt;br /&gt;And .png textures loaded with CreateWICTextureFromFile&amp;#40;...&lt;br /&gt;&lt;br /&gt;Sometimes everything just works, but 90&amp;#37;&amp;#43; of the times it fails with this error - I guess I&amp;#39;m doing something wrong...&amp;#41;&lt;br /&gt;&lt;br /&gt;Cheers&lt;br /&gt;&lt;br /&gt;James&lt;br /&gt;Comments: ** Comment from web user: ShawnHargreaves ** &lt;p&gt;&amp;gt; ZXpp.exe!ULA::render() Line 248 C++ &lt;br&gt;&amp;gt;&lt;br&gt;&amp;gt; The above class (ULA) is where the spritebatch lives. render() just calls the spritebatch.draw() stuff... &lt;/p&gt;&lt;p&gt;Sorry, but my telepathic powers are not up to the job of helping you given so little info.   You are going to have to provide FAR more detail before anyone else can guess what you are doing wrong.&lt;/p&gt;&lt;p&gt;Starting with, what is at the line of code where your program is crashing?  This callstack points to your own code, not inside SpriteBatch.  There is a chance the compiler could be inlining some SpriteBatch code into this method body, but more likely it's an error before it even gets as far as calling SpriteBatch.&lt;/p&gt;&lt;p&gt;Without knowing what that line of code is (or even better, seeing a proper repro app) there is nothing I can do to help you.&lt;/p&gt;</description><author>ShawnHargreaves</author><pubDate>Sat, 13 Apr 2013 19:29:15 GMT</pubDate><guid isPermaLink="false">Commented Issue: Spritebatch.Draw exception [915] 20130413072915P</guid></item><item><title>Commented Issue: Spritebatch.Draw exception [915]</title><link>http://directxtk.codeplex.com/workitem/915</link><description>Hi.&lt;br /&gt;&lt;br /&gt;I have the following problem with SpriteBatch.Draw&amp;#40;&amp;#41;&amp;#58;&lt;br /&gt;&lt;br /&gt;Unhandled exception at 0x01024A00 in ZXpp.exe&amp;#58; 0xC0000005&amp;#58; Access violation reading location 0x00000000.&lt;br /&gt;&lt;br /&gt;I setup the spritebatch with spriteBatch.reset&amp;#40; new SpriteBatch&amp;#40; dContext&amp;#41; &amp;#41;&amp;#59;&lt;br /&gt;&lt;br /&gt;And .png textures loaded with CreateWICTextureFromFile&amp;#40;...&lt;br /&gt;&lt;br /&gt;Sometimes everything just works, but 90&amp;#37;&amp;#43; of the times it fails with this error - I guess I&amp;#39;m doing something wrong...&amp;#41;&lt;br /&gt;&lt;br /&gt;Cheers&lt;br /&gt;&lt;br /&gt;James&lt;br /&gt;Comments: ** Comment from web user: johara ** &lt;p&gt;Hi, just to confirm I've now updated to Update 2. Although am x64 my build platform is Win32. Still same problems, everything OK with debug build, exception with release build.&lt;/p&gt;&lt;p&gt;Cheers&lt;/p&gt;&lt;p&gt;James&lt;br&gt;&lt;/p&gt;</description><author>johara</author><pubDate>Sat, 13 Apr 2013 12:12:16 GMT</pubDate><guid isPermaLink="false">Commented Issue: Spritebatch.Draw exception [915] 20130413121216P</guid></item><item><title>Commented Issue: Spritebatch.Draw exception [915]</title><link>http://directxtk.codeplex.com/workitem/915</link><description>Hi.&lt;br /&gt;&lt;br /&gt;I have the following problem with SpriteBatch.Draw&amp;#40;&amp;#41;&amp;#58;&lt;br /&gt;&lt;br /&gt;Unhandled exception at 0x01024A00 in ZXpp.exe&amp;#58; 0xC0000005&amp;#58; Access violation reading location 0x00000000.&lt;br /&gt;&lt;br /&gt;I setup the spritebatch with spriteBatch.reset&amp;#40; new SpriteBatch&amp;#40; dContext&amp;#41; &amp;#41;&amp;#59;&lt;br /&gt;&lt;br /&gt;And .png textures loaded with CreateWICTextureFromFile&amp;#40;...&lt;br /&gt;&lt;br /&gt;Sometimes everything just works, but 90&amp;#37;&amp;#43; of the times it fails with this error - I guess I&amp;#39;m doing something wrong...&amp;#41;&lt;br /&gt;&lt;br /&gt;Cheers&lt;br /&gt;&lt;br /&gt;James&lt;br /&gt;Comments: ** Comment from web user: johara ** &lt;p&gt;Hi, &lt;br&gt;Am using x64,  standard Visual Studio 2012 compiler - update 1 only - will now d/l update 2.&lt;/p&gt;&lt;p&gt;ZXpp.exe!ULA::render() Line 248 C++&lt;/p&gt;&lt;p&gt;The above class (ULA) is where the spritebatch lives. render() just calls the spritebatch.draw() stuff...&lt;/p&gt;&lt;p&gt;Cheers&lt;/p&gt;&lt;p&gt;James&lt;br&gt;&lt;/p&gt;</description><author>johara</author><pubDate>Sat, 13 Apr 2013 11:48:18 GMT</pubDate><guid isPermaLink="false">Commented Issue: Spritebatch.Draw exception [915] 20130413114818A</guid></item><item><title>Commented Issue: Spritebatch.Draw exception [915]</title><link>http://directxtk.codeplex.com/workitem/915</link><description>Hi.&lt;br /&gt;&lt;br /&gt;I have the following problem with SpriteBatch.Draw&amp;#40;&amp;#41;&amp;#58;&lt;br /&gt;&lt;br /&gt;Unhandled exception at 0x01024A00 in ZXpp.exe&amp;#58; 0xC0000005&amp;#58; Access violation reading location 0x00000000.&lt;br /&gt;&lt;br /&gt;I setup the spritebatch with spriteBatch.reset&amp;#40; new SpriteBatch&amp;#40; dContext&amp;#41; &amp;#41;&amp;#59;&lt;br /&gt;&lt;br /&gt;And .png textures loaded with CreateWICTextureFromFile&amp;#40;...&lt;br /&gt;&lt;br /&gt;Sometimes everything just works, but 90&amp;#37;&amp;#43; of the times it fails with this error - I guess I&amp;#39;m doing something wrong...&amp;#41;&lt;br /&gt;&lt;br /&gt;Cheers&lt;br /&gt;&lt;br /&gt;James&lt;br /&gt;Comments: ** Comment from web user: ShawnHargreaves ** &lt;p&gt;&amp;gt; ZXpp.exe!ULA::render() Line 248 C++&lt;/p&gt;&lt;p&gt;And what is this line of code?&lt;/p&gt;</description><author>ShawnHargreaves</author><pubDate>Fri, 12 Apr 2013 23:10:32 GMT</pubDate><guid isPermaLink="false">Commented Issue: Spritebatch.Draw exception [915] 20130412111032P</guid></item><item><title>Commented Issue: Spritebatch.Draw exception [915]</title><link>http://directxtk.codeplex.com/workitem/915</link><description>Hi.&lt;br /&gt;&lt;br /&gt;I have the following problem with SpriteBatch.Draw&amp;#40;&amp;#41;&amp;#58;&lt;br /&gt;&lt;br /&gt;Unhandled exception at 0x01024A00 in ZXpp.exe&amp;#58; 0xC0000005&amp;#58; Access violation reading location 0x00000000.&lt;br /&gt;&lt;br /&gt;I setup the spritebatch with spriteBatch.reset&amp;#40; new SpriteBatch&amp;#40; dContext&amp;#41; &amp;#41;&amp;#59;&lt;br /&gt;&lt;br /&gt;And .png textures loaded with CreateWICTextureFromFile&amp;#40;...&lt;br /&gt;&lt;br /&gt;Sometimes everything just works, but 90&amp;#37;&amp;#43; of the times it fails with this error - I guess I&amp;#39;m doing something wrong...&amp;#41;&lt;br /&gt;&lt;br /&gt;Cheers&lt;br /&gt;&lt;br /&gt;James&lt;br /&gt;Comments: ** Comment from web user: walbourn ** &lt;p&gt;What architecture are you using (x86, ARM, x64?) and which compiler exactly? Have you tried installing VS 2012 Update 2?&lt;/p&gt;</description><author>walbourn</author><pubDate>Fri, 12 Apr 2013 22:34:43 GMT</pubDate><guid isPermaLink="false">Commented Issue: Spritebatch.Draw exception [915] 20130412103443P</guid></item><item><title>Commented Issue: Spritebatch.Draw exception [915]</title><link>http://directxtk.codeplex.com/workitem/915</link><description>Hi.&lt;br /&gt;&lt;br /&gt;I have the following problem with SpriteBatch.Draw&amp;#40;&amp;#41;&amp;#58;&lt;br /&gt;&lt;br /&gt;Unhandled exception at 0x01024A00 in ZXpp.exe&amp;#58; 0xC0000005&amp;#58; Access violation reading location 0x00000000.&lt;br /&gt;&lt;br /&gt;I setup the spritebatch with spriteBatch.reset&amp;#40; new SpriteBatch&amp;#40; dContext&amp;#41; &amp;#41;&amp;#59;&lt;br /&gt;&lt;br /&gt;And .png textures loaded with CreateWICTextureFromFile&amp;#40;...&lt;br /&gt;&lt;br /&gt;Sometimes everything just works, but 90&amp;#37;&amp;#43; of the times it fails with this error - I guess I&amp;#39;m doing something wrong...&amp;#41;&lt;br /&gt;&lt;br /&gt;Cheers&lt;br /&gt;&lt;br /&gt;James&lt;br /&gt;Comments: ** Comment from web user: johara ** &lt;p&gt;Sorry, you are quite right.&lt;/p&gt;&lt;p&gt;My code is based on the sample app downloaded with the toolkit. &lt;/p&gt;&lt;p&gt;Here is how I load my textures (in a constructor for a class called TextureCache):&lt;/p&gt;&lt;p&gt;TextureCache::TextureCache(ID3D11Device* device, ID3D11DeviceContext* context)&lt;br&gt;{&lt;br&gt;	//	load all textures here&lt;br&gt;	block = 0;&lt;br&gt;	string blockName = &amp;quot;pixelSlices\\block.png&amp;quot;;&lt;br&gt;	wstring wName = wstring(blockName.begin(), blockName.end());&lt;br&gt;	CreateWICTextureFromFile( device, context, wName.c_str(), nullptr, &amp;amp;block);&lt;/p&gt;&lt;p&gt;	for (int i = 0; i &amp;lt; 256; i++)&lt;br&gt;	{&lt;br&gt;		string name = &amp;quot;pixelSlices\\pixelSlice&amp;quot;;&lt;br&gt;		name += to_string(i);&lt;br&gt;		name += &amp;quot;.png&amp;quot;;&lt;br&gt;		wstring wideName = wstring(name.begin(), name.end());&lt;br&gt;		g_pTextureRV1[i] = 0;&lt;br&gt;		CreateWICTextureFromFile( device, context, wideName.c_str(), nullptr, &amp;amp;g_pTextureRV1[i] );&lt;br&gt;	}&lt;/p&gt;&lt;p&gt;}&lt;/p&gt;&lt;p&gt;With extraneous code removed i then render like so:&lt;/p&gt;&lt;p&gt;spriteBatch-&amp;gt;Begin(SpriteSortMode_Deferred);&lt;br&gt;    spriteBatch-&amp;gt;Draw(cache-&amp;gt;getBlock(), XMFLOAT2(startX, (borderHeight + (line * 8)) * screenScale), NULL, colors[paper], 0.f, XMFLOAT2(0, 0), screenScale);&lt;br&gt;spriteBatch-&amp;gt;End();&lt;/p&gt;&lt;p&gt;My stack trace is:&lt;/p&gt;&lt;p&gt;&amp;gt;	ZXpp.exe!ULA::render() Line 248	C++&lt;br&gt; 	ZXpp.exe!Render() Line 301	C++&lt;br&gt; 	ZXpp.exe!wWinMain(HINSTANCE__ * hInstance, HINSTANCE__ * hPrevInstance, wchar_t * lpCmdLine, int nCmdShow) Line 78	C++&lt;br&gt; 	ZXpp.exe!__tmainCRTStartup() Line 528	C&lt;br&gt; 	kernel32.dll!770233aa()	Unknown&lt;br&gt; 	[Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll]	&lt;br&gt; 	ntdll.dll!77829ef2()	Unknown&lt;br&gt; 	ntdll.dll!77829ec5()	Unknown&lt;/p&gt;&lt;p&gt;Interestingly, this bug only happens in release mode. If I change to debug mode, everything works.&lt;/p&gt;&lt;p&gt;Cheers &lt;/p&gt;&lt;p&gt;James&lt;/p&gt;&lt;p&gt;&lt;br&gt;&lt;/p&gt;</description><author>johara</author><pubDate>Fri, 12 Apr 2013 21:50:36 GMT</pubDate><guid isPermaLink="false">Commented Issue: Spritebatch.Draw exception [915] 20130412095036P</guid></item><item><title>Commented Issue: Spritebatch.Draw exception [915]</title><link>http://directxtk.codeplex.com/workitem/915</link><description>Hi.&lt;br /&gt;&lt;br /&gt;I have the following problem with SpriteBatch.Draw&amp;#40;&amp;#41;&amp;#58;&lt;br /&gt;&lt;br /&gt;Unhandled exception at 0x01024A00 in ZXpp.exe&amp;#58; 0xC0000005&amp;#58; Access violation reading location 0x00000000.&lt;br /&gt;&lt;br /&gt;I setup the spritebatch with spriteBatch.reset&amp;#40; new SpriteBatch&amp;#40; dContext&amp;#41; &amp;#41;&amp;#59;&lt;br /&gt;&lt;br /&gt;And .png textures loaded with CreateWICTextureFromFile&amp;#40;...&lt;br /&gt;&lt;br /&gt;Sometimes everything just works, but 90&amp;#37;&amp;#43; of the times it fails with this error - I guess I&amp;#39;m doing something wrong...&amp;#41;&lt;br /&gt;&lt;br /&gt;Cheers&lt;br /&gt;&lt;br /&gt;James&lt;br /&gt;Comments: ** Comment from web user: ShawnHargreaves ** &lt;p&gt;It is impossible to diagnose your problem with so little information.&lt;/p&gt;&lt;p&gt;What is the callstack when it crashes?&lt;/p&gt;&lt;p&gt;What is your code doing?   Please provide a repro app.&lt;/p&gt;</description><author>ShawnHargreaves</author><pubDate>Fri, 12 Apr 2013 19:53:26 GMT</pubDate><guid isPermaLink="false">Commented Issue: Spritebatch.Draw exception [915] 20130412075326P</guid></item><item><title>Created Issue: Spritebatch.Draw exception [915]</title><link>http://directxtk.codeplex.com/workitem/915</link><description>Hi.&lt;br /&gt;&lt;br /&gt;I have the following problem with SpriteBatch.Draw&amp;#40;&amp;#41;&amp;#58;&lt;br /&gt;&lt;br /&gt;Unhandled exception at 0x01024A00 in ZXpp.exe&amp;#58; 0xC0000005&amp;#58; Access violation reading location 0x00000000.&lt;br /&gt;&lt;br /&gt;I setup the spritebatch with spriteBatch.reset&amp;#40; new SpriteBatch&amp;#40; dContext&amp;#41; &amp;#41;&amp;#59;&lt;br /&gt;&lt;br /&gt;And .png textures loaded with CreateWICTextureFromFile&amp;#40;...&lt;br /&gt;&lt;br /&gt;Sometimes everything just works, but 90&amp;#37;&amp;#43; of the times it fails with this error - I guess I&amp;#39;m doing something wrong...&amp;#41;&lt;br /&gt;&lt;br /&gt;Cheers&lt;br /&gt;&lt;br /&gt;James&lt;br /&gt;</description><author>johara</author><pubDate>Fri, 12 Apr 2013 19:03:45 GMT</pubDate><guid isPermaLink="false">Created Issue: Spritebatch.Draw exception [915] 20130412070345P</guid></item><item><title>Commented Feature: DXUT rewrite based on DirectXTK for Win32 desktop apps [649]</title><link>http://directxtk.codeplex.com/workitem/649</link><description>The existing &amp;#34;DXUT11&amp;#34; in the legacy DirectX SDK uses D3DX9 or D3DX11, and supports both Direct3D 9 and Direct3D 11.&lt;br /&gt;&amp;#160;&lt;br /&gt;With DirectXTK, we can rewrite a new DXUT to support samples running as Windows Vista, Windows 7, and Windows 8 Win32 desktop apps that only requires the Windows 8.0 SDK and DirectXTK.&lt;br /&gt;&amp;#160;&lt;br /&gt;&amp;#42; Supports Direct3D 11.0 only &amp;#40;no Direct3D 9 or Windows XP support&amp;#41;&lt;br /&gt;&amp;#42; DirectXMath usage instead of D3DXMath&lt;br /&gt;&amp;#42; Cleaned up usage for C&amp;#43;&amp;#43;11 &amp;#40;Standard Library &amp;#38; STL, const, remove legacy support from Windows 9x&amp;#47;ME&amp;#47;XP&amp;#41;&lt;br /&gt;&amp;#42; Compiles with both VS 2012 and VS 2010&amp;#43;Windows 8.0 SDK&lt;br /&gt;&amp;#42; Use DXERR from &amp;#60;http&amp;#58;&amp;#47;&amp;#47;blogs.msdn.com&amp;#47;b&amp;#47;chuckw&amp;#47;archive&amp;#47;2012&amp;#47;04&amp;#47;24&amp;#47;where-s-dxerr-lib.aspx&amp;#62;&lt;br /&gt;&amp;#160;&lt;br /&gt;http&amp;#58;&amp;#47;&amp;#47;blogs.msdn.com&amp;#47;b&amp;#47;chuckw&amp;#47;archive&amp;#47;2012&amp;#47;03&amp;#47;22&amp;#47;where-is-the-directx-sdk.aspx&lt;br /&gt;&amp;#160;&lt;br /&gt;Feature wise it will provide&amp;#58;&lt;br /&gt;&amp;#160;&lt;br /&gt;&amp;#42; Device enumeration&lt;br /&gt;&amp;#42; Basic UI framework for WIn32 desktop samples &amp;#40;including the DXUT keyboard&amp;#47;mouse and GUI widgets&amp;#41;&lt;br /&gt;&amp;#42; Feature Level and resoluton&amp;#47;MSAA settings&lt;br /&gt;&amp;#42; Camera for mouse&lt;br /&gt;&amp;#42; Updated for optional DirectX 11.1 support&lt;br /&gt;&amp;#42; Stereo swap-chain support&lt;br /&gt;&amp;#42; Enable Windows 8.0 SDK DXGI debugging&amp;#63;&lt;br /&gt;&amp;#42; Use VS 2012 &amp;#34;VSPIX&amp;#34; perf APIs&lt;br /&gt;Comments: ** Comment from web user: walbourn ** &lt;p&gt;Sorry, a number of other projects have been taking priority here for the past month or so...&lt;/p&gt;</description><author>walbourn</author><pubDate>Wed, 10 Apr 2013 19:43:23 GMT</pubDate><guid isPermaLink="false">Commented Feature: DXUT rewrite based on DirectXTK for Win32 desktop apps [649] 20130410074323P</guid></item><item><title>Commented Feature: DXUT rewrite based on DirectXTK for Win32 desktop apps [649]</title><link>http://directxtk.codeplex.com/workitem/649</link><description>The existing &amp;#34;DXUT11&amp;#34; in the legacy DirectX SDK uses D3DX9 or D3DX11, and supports both Direct3D 9 and Direct3D 11.&lt;br /&gt;&amp;#160;&lt;br /&gt;With DirectXTK, we can rewrite a new DXUT to support samples running as Windows Vista, Windows 7, and Windows 8 Win32 desktop apps that only requires the Windows 8.0 SDK and DirectXTK.&lt;br /&gt;&amp;#160;&lt;br /&gt;&amp;#42; Supports Direct3D 11.0 only &amp;#40;no Direct3D 9 or Windows XP support&amp;#41;&lt;br /&gt;&amp;#42; DirectXMath usage instead of D3DXMath&lt;br /&gt;&amp;#42; Cleaned up usage for C&amp;#43;&amp;#43;11 &amp;#40;Standard Library &amp;#38; STL, const, remove legacy support from Windows 9x&amp;#47;ME&amp;#47;XP&amp;#41;&lt;br /&gt;&amp;#42; Compiles with both VS 2012 and VS 2010&amp;#43;Windows 8.0 SDK&lt;br /&gt;&amp;#42; Use DXERR from &amp;#60;http&amp;#58;&amp;#47;&amp;#47;blogs.msdn.com&amp;#47;b&amp;#47;chuckw&amp;#47;archive&amp;#47;2012&amp;#47;04&amp;#47;24&amp;#47;where-s-dxerr-lib.aspx&amp;#62;&lt;br /&gt;&amp;#160;&lt;br /&gt;http&amp;#58;&amp;#47;&amp;#47;blogs.msdn.com&amp;#47;b&amp;#47;chuckw&amp;#47;archive&amp;#47;2012&amp;#47;03&amp;#47;22&amp;#47;where-is-the-directx-sdk.aspx&lt;br /&gt;&amp;#160;&lt;br /&gt;Feature wise it will provide&amp;#58;&lt;br /&gt;&amp;#160;&lt;br /&gt;&amp;#42; Device enumeration&lt;br /&gt;&amp;#42; Basic UI framework for WIn32 desktop samples &amp;#40;including the DXUT keyboard&amp;#47;mouse and GUI widgets&amp;#41;&lt;br /&gt;&amp;#42; Feature Level and resoluton&amp;#47;MSAA settings&lt;br /&gt;&amp;#42; Camera for mouse&lt;br /&gt;&amp;#42; Updated for optional DirectX 11.1 support&lt;br /&gt;&amp;#42; Stereo swap-chain support&lt;br /&gt;&amp;#42; Enable Windows 8.0 SDK DXGI debugging&amp;#63;&lt;br /&gt;&amp;#42; Use VS 2012 &amp;#34;VSPIX&amp;#34; perf APIs&lt;br /&gt;Comments: ** Comment from web user: MVives ** &lt;p&gt;Chuck: Any word on the status of this item?  Thanks.&lt;/p&gt;</description><author>MVives</author><pubDate>Wed, 10 Apr 2013 07:33:44 GMT</pubDate><guid isPermaLink="false">Commented Feature: DXUT rewrite based on DirectXTK for Win32 desktop apps [649] 20130410073344A</guid></item><item><title>Commented Issue: Error building Desktop 2012 [889]</title><link>http://directxtk.codeplex.com/workitem/889</link><description>Hi, &lt;br /&gt;&lt;br /&gt;when I try to build the toolkit &amp;#40;VS 2012, Win 7&amp;#41;, the file wincodec.h throws an error&amp;#58; &lt;br /&gt;&lt;br /&gt;&amp;#34;D2D1_PIXEL_FORMAT&amp;#34; is undefined&lt;br /&gt;&lt;br /&gt;Can anyone help&amp;#63;&lt;br /&gt;&lt;br /&gt;Cheers&lt;br /&gt;&lt;br /&gt;James&lt;br /&gt;Comments: ** Comment from web user: johara ** &lt;p&gt;Hi.&lt;/p&gt;&lt;p&gt;I get file not found - vscomponents.dat&lt;/p&gt;&lt;p&gt;Never had vs2008 installed but did (and still do) have vs2010. &lt;/p&gt;&lt;p&gt;I also (still) have the DirectX SDK (June 2010) installed.&lt;/p&gt;&lt;p&gt;As for vs2012, I have the full version, downloaded from Microsofts' Dreamspark site (I'm a student).&lt;/p&gt;&lt;p&gt;Cheers&lt;/p&gt;&lt;p&gt;James&lt;/p&gt;&lt;p&gt;&lt;/p&gt;</description><author>johara</author><pubDate>Wed, 20 Mar 2013 18:50:34 GMT</pubDate><guid isPermaLink="false">Commented Issue: Error building Desktop 2012 [889] 20130320065034P</guid></item><item><title>Commented Issue: Error building Desktop 2012 [889]</title><link>http://directxtk.codeplex.com/workitem/889</link><description>Hi, &lt;br /&gt;&lt;br /&gt;when I try to build the toolkit &amp;#40;VS 2012, Win 7&amp;#41;, the file wincodec.h throws an error&amp;#58; &lt;br /&gt;&lt;br /&gt;&amp;#34;D2D1_PIXEL_FORMAT&amp;#34; is undefined&lt;br /&gt;&lt;br /&gt;Can anyone help&amp;#63;&lt;br /&gt;&lt;br /&gt;Cheers&lt;br /&gt;&lt;br /&gt;James&lt;br /&gt;Comments: ** Comment from web user: walbourn ** &lt;p&gt;The source of this issue is still a bit of a mystery. Are you using a system you once had VS 2008 and the legacy DirectX SDK installed? Open a command prompt, &amp;quot;cd %LOCALAPPDATA%&amp;quot; &amp;quot;attrib -h vscomponents.dat /s&amp;quot; and see if it actually shows up as a file on your system.&lt;/p&gt;&lt;p&gt;Did you have a preview or RC version of VS 2012 installed on this system?&lt;/p&gt;</description><author>walbourn</author><pubDate>Wed, 20 Mar 2013 17:36:29 GMT</pubDate><guid isPermaLink="false">Commented Issue: Error building Desktop 2012 [889] 20130320053629P</guid></item><item><title>Closed Issue: Error building Desktop 2012 [889]</title><link>http://directxtk.codeplex.com/workitem/889</link><description>Hi, &lt;br /&gt;&lt;br /&gt;when I try to build the toolkit &amp;#40;VS 2012, Win 7&amp;#41;, the file wincodec.h throws an error&amp;#58; &lt;br /&gt;&lt;br /&gt;&amp;#34;D2D1_PIXEL_FORMAT&amp;#34; is undefined&lt;br /&gt;&lt;br /&gt;Can anyone help&amp;#63;&lt;br /&gt;&lt;br /&gt;Cheers&lt;br /&gt;&lt;br /&gt;James&lt;br /&gt;Comments: Resolved with changeset 25083.</description><author>walbourn</author><pubDate>Tue, 19 Mar 2013 20:50:50 GMT</pubDate><guid isPermaLink="false">Closed Issue: Error building Desktop 2012 [889] 20130319085050P</guid></item><item><title>Closed Issue: SpriteBatch-&gt;Draw(...) NOT working with WP8 [869]</title><link>http://directxtk.codeplex.com/workitem/869</link><description>Hi,&lt;br /&gt;&lt;br /&gt;I use the sample &amp;#58; http&amp;#58;&amp;#47;&amp;#47;www.catalinzima.com&amp;#47;2012&amp;#47;11&amp;#47;getting-started-with-direct3d-on-windows-phone-8-for-2d-game-development&amp;#47; to display the cat picture.&lt;br /&gt;&lt;br /&gt;I replace in BasicRenderer.cpp &amp;#58;&lt;br /&gt;m_spriteBatch-&amp;#62;Draw&amp;#40;m_catTexture, XMFLOAT2&amp;#40;50, 50&amp;#41;&amp;#41;&amp;#59;&lt;br /&gt;BY&amp;#58;&lt;br /&gt;m_spriteBatch-&amp;#62;Draw&amp;#40;m_catTexture, XMFLOAT2&amp;#40;50, 50&amp;#41;, nullptr, Colors&amp;#58;&amp;#58;White, 0.0f, XMFLOAT2&amp;#40;0,0&amp;#41;, 1.0f, SpriteEffects&amp;#58;&amp;#58;SpriteEffects_None, 0.0f&amp;#41;&amp;#59;&lt;br /&gt;&lt;br /&gt;It works in Debug and Release with the windows phone emulator and with my device &amp;#40;Nokia Lumia 920&amp;#41;.&lt;br /&gt;&lt;br /&gt;I added just after the line &amp;#34;m_spriteBatch-&amp;#62;Begin&amp;#40;&amp;#41;&amp;#59;&amp;#34; a loop that do nothing. &amp;#40;See my comment for the example&amp;#41;.&lt;br /&gt;&lt;br /&gt;It works in Debug and Release with the phone emulator, but it works only in Debug NOT in Release on my device. In Release, I have no error but I can&amp;#39;t see the cat picture.&lt;br /&gt;&lt;br /&gt;Do you know why the cat is not displayed after adding a loop that do nothing&amp;#63;&lt;br /&gt;Is it a bug in my source code or in DirectXTK or anything else&amp;#63;&lt;br /&gt;&lt;br /&gt;To compile the solution, I use the latest version of DirectXTK &amp;#40;January 25, 2013&amp;#41;.&lt;br /&gt;&lt;br /&gt;Currently, to display the cat with my loop that do nothing, I replace the scale float by a XMFLOAT2&amp;#58;&lt;br /&gt;m_spriteBatch-&amp;#62;Draw&amp;#40;m_catTexture, XMFLOAT2&amp;#40;50, 50&amp;#41;, nullptr, Colors&amp;#58;&amp;#58;White, 0.0f, XMFLOAT2&amp;#40;0,0&amp;#41;, XMFLOAT2&amp;#40;1.0f,1.0f&amp;#41;, SpriteEffects&amp;#58;&amp;#58;SpriteEffects_None, 0.0f&amp;#41;&amp;#59;&lt;br /&gt;&lt;br /&gt;With this it works in Debug and Release on my Device.&lt;br /&gt;&lt;br /&gt;Regards,&lt;br /&gt;AlanLive&lt;br /&gt;Comments: Not able to repro</description><author>walbourn</author><pubDate>Tue, 12 Mar 2013 18:11:53 GMT</pubDate><guid isPermaLink="false">Closed Issue: SpriteBatch-&gt;Draw(...) NOT working with WP8 [869] 20130312061153P</guid></item><item><title>Commented Issue: DGSLEffect for supporting VS 2012 Content Pipeline [894]</title><link>http://directxtk.codeplex.com/workitem/894</link><description>Currently the CMO loader maps to BasicEffect &amp;#40;and eventually SkinnedEffect&amp;#41; which means it always uses built-in shaders. This ignores any pixelShader in the material definition which removes the DGSL authored shaders from the model.&lt;br /&gt;Comments: ** Comment from web user: JochenCP ** &lt;p&gt;I hope it is O.K. to reply in this issues comments section again. I don't want to clutter the work item to much.&lt;br&gt;Please let me know if you want to take this to an other place...&lt;/p&gt;&lt;p&gt;&lt;br&gt;@ShawnHargreaves:&lt;/p&gt;&lt;p&gt;&amp;gt; I'm not understanding what would CustomEffect provide above and beyond the base IEffect interface?&lt;/p&gt;&lt;p&gt;I see your point here, and I agree. &lt;/p&gt;&lt;p&gt;I kind of contradict myself when saying custom custom custom, but on the other hand introducing restrictions over Apply and GetVertexShaderByteCode...  &lt;/p&gt;&lt;p&gt;Well it is there just to fulfill the minimal requirements of EffectFactoryAssetAccess. Effectiveliy covering the minimum requirements almost every effect I could think of has - which is a vertex shader and a pixel shader.&lt;/p&gt;&lt;p&gt;&lt;br&gt;@walbourn:&lt;/p&gt;&lt;p&gt;&amp;gt; Really to get the kind of behavior you are describing, you are supposed to provide your own implementation of IEffectFactory to the loader and do all your magic changes based on material information from there (likely the 'material name' as a tag). &lt;/p&gt;&lt;p&gt;I accidentally also ripped the &amp;quot;: public IEffectFactory &amp;quot; from&lt;/p&gt;&lt;p&gt;_class EffectFactoryAssetAccess : public IEffectFactory, private NonCopyable_ &lt;/p&gt;&lt;p&gt;when I pasted the code in here in my last comment. EffectFactoryAssetAccess is this own implementation I apply to the loader. Sorry if this wasn't understandable in the first place.&lt;/p&gt;&lt;p&gt;Just to explain, why I even posted here:&lt;br&gt;I was looking at the neat Mesh Content Pipline and DGSL editor in 2012... what I was missing was a simple way to put it into my application. By looking around, I found DirectXTK could do it.&lt;/p&gt;&lt;p&gt;However it didn't really work out as smooth as I expected, on one side because of the lack of custom VS support in combination with DGSL editor, but that's a different story, and on the other side because I found the DirectXTK CMO Loader API as used in the example already is kind of specialized in a way that didn't match my requirements.&lt;/p&gt;&lt;p&gt;Sure it's like both of you say the necessary interfaces to utilize CMO loader code are there: IEffect and IEffectFactory, and I ended up deriving from these to get what I needed. I just wanted to supply some input on what helped me get closer to a solution and could also be useful to others.&lt;/p&gt;&lt;p&gt;&amp;quot;DGSLEffect for supporting VS 2012 Content Pipeline&amp;quot; is what I was initially looking for and I would love to use an out of the box DirectXTK solution over my custom one in the future. Especially if it plays well with things like multiple textures, abstract assets loading, render to texture.&lt;/p&gt;&lt;p&gt;Thanks for your comments.&lt;/p&gt;&lt;p&gt;Best Jochen&lt;br&gt;&lt;/p&gt;</description><author>JochenCP</author><pubDate>Mon, 11 Mar 2013 22:30:26 GMT</pubDate><guid isPermaLink="false">Commented Issue: DGSLEffect for supporting VS 2012 Content Pipeline [894] 20130311103026P</guid></item></channel></rss>