On Thursday, 3 October 2013 at 11:30:58 UTC, Andrej Mitrovic wrote:
On 10/3/13, evilrat <evilrat...@gmail.com> wrote:
// Create a render target view
ID3D11Texture2D* pBackBuffer;
        
// C++ version
//hr = g_pSwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D
),(LPVOID*)&pBackBuffer );

// D version(crashes)
hr = g_pSwapChain.GetBuffer( 0, &IID_ID3D11Texture2D,
cast(LPVOID*)pBackBuffer );


You're passing a null pointer (pBackBuffer). You should try this:

ID3D11Texture2D backBuffer;
hr = g_pSwapChain.GetBuffer( 0, &IID_ID3D11Texture2D,
cast(LPVOID*)&backBuffer );

this not works too(actually it would never be, because this is just interface). what i'm trying to do is what works on c++ just fine, so that texture should be null.

actually now i'm think this bindings too outdated, or there is some ABI mismatch which i can't find out now... either way, i think creating a custom binding would be the best way.

thanks for help anyway.

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