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[5.2] Canvas stops rendering in windows standalone in D3D9

Discussion in 'UGUI & TextMesh Pro' started by Doddler, Sep 18, 2015.

  1. Doddler

    Doddler

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    Jul 12, 2011
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    I've been running an unfortunate issue where canvases just up and vanish in some circumstances when running in windows standalone and D3D9. The easiest way to trigger it is just to try to fullscreen your app, and the canvas stops rendering the UI (the UI remains interactable). This doesn't usually generate an error, it just stops rendering. I've had scripts in my main project also cause it but I'm not certain what the trigger is, but in those cases it gives the incredibly unhelpful "D3D9: attempt to lock null vertex buffer" error in the log. It works fine in the editor, but fails in standalone.

    I've tried updating to 5.2p1 and it's still not working. I couldn't find any bug report on the tracker related to it, but "the UI system is un-useably broken in D3D9" sounds like it would be more visible. Anyone else encountering similar issues? I've submitted a bug report for this issue, and, embarrassingly, also one for the editor crashing when trying to change the graphics API.
     
  2. fherbst

    fherbst

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  3. chrismarch

    chrismarch

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  4. chrismarch

    chrismarch

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  5. movra

    movra

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  6. chrismarch

    chrismarch

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    Interesting, but is that bug specific to D3D11? It also is a problem with the mouse position reported being incorrect right? The original bug in this thread is about all the UI just disappearing in D3D9.
     
  7. movra

    movra

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    Feb 16, 2013
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    In DX9 mode the problem exists too but behaves differently. Only the UI is affected and it disappears when using Screen.SetResolution() to change the resolution during run-time both in full screen mode and windowed mode.

    upload_2015-9-24_19-34-46.png
     
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