Fraps Has Been Known To Crash D3d11 Please Use
Join GitHub today
If you write what kind of computer do you have, please write what kind of graphic's card you have also. Just letting others know that adding the -force-d3d11 parameter to the launcher loads the project, but I don't know if it's the 'right' fix for the issue. I have a GeForce GT 735M with a Core i7 processor. I have been having the same. Fraps 3.3.0 - 22nd Feb 2011. Microsoft have just released a new service pack for Windows 7 and we've updated Fraps to support Windows 7 SP1. There's also a new option in Fraps to only capture the external sound input while a hotkey is pressed. This is useful for people recording their microphone while using push-to-talk in their voice comms.
GitHub is home to over 36 million developers working together to host and review code, manage projects, and build software together.
Sign upHave a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Comments
commented Mar 5, 2017 • edited
edited
Fraps Has Been Known To Crash D3d11 Please Use A Key
Got a strange errors with D3D11. After some investigations I found that error caused on this line: In debug mode I got different errors on different shaders: First type of errors: Second type of errors: But everything works fine with OpenGL. |
commented Mar 5, 2017 • edited
edited
Found why second error happens. This will work: This will not work and will cause errors described above: |
commented Mar 5, 2017
I fixed that error: By replacing COLOR with SV_Target here: But thats will not work for D3D9, I guess. |
commented Mar 29, 2017
Test project please (there have been some changes to the compiler, maybe it's already fixed). |
added the waiting for feedback label Mar 29, 2017
commented Mar 29, 2017
No, I still have that errors. |
commented Apr 16, 2017
After last update this errors are gone. |
commented Apr 22, 2017
Still here :( |
commented Jul 15, 2017
@RobDangerous, try this, please. It's a sample for Kore, but it contains current issue |
removed the waiting for feedback label Jul 16, 2017
added a commit to Kode/Kinc that referenced this issue Jul 21, 2017
Handle unused attributes in Direct3D11
commented Jul 21, 2017
I fixed something and it now runs but doesn't look much like in OpenGL. Problem is/was about unused attributes. Maybe more problems, that sample is huge... |
commented Jul 21, 2017
Thanks, Robert, for all your hard work. Sorry for the huge sample, please, the problem became on complex shaders only so it needs normal maps and all that weird stuff. Also, I tried to update Kore in Kha and still got this with Kha project (with crash): So looks like I should create more complex sample with Kha :) |
commented Jul 24, 2017
Nooo... I'll fix it with the Kore sample. |
commented Sep 7, 2017
About:
I found some interesting thing. With small meshes D3D works correctly. But with big meshes (like Sponza) it cause issue. But both mehses works fine with GL. |
commented Oct 10, 2017
Update. Please, check 17 line in Main.hx and try to switch |
commented Nov 13, 2017 • edited
edited
Btw, looks like D3D9 works fine and does not contain those errors. |
commented Mar 17, 2018
Didn't fix your rendering yet but the actual 'Encoded Signature...' bug is fixed (Haxe/hxcpp could collect and reuse the vertex shader memory in D3D11 so it was kind of a random incident). |
commented Mar 17, 2018
I get the broken output via html5 as well... |
commented Mar 17, 2018
Uhm and also via OpenGL. Does this still render correctly for you? |
commented Mar 20, 2018
Hey, I think it's all fixed. |
Hot Spots
- AVSIM Forum
- Latest Product Reviews
- AVSIM Prepar3D Guide
- AVSIM FSX Config. Guide
- Classified, Want, Swap Ads
- The AVSIM Staff
AVSIM is a free service to the flight simulation community. AVSIM is staffed completely by volunteers and all funds donated to AVSIM go directly back to supporting the community. Your donation here helps to pay our bandwidth costs, emergency funding, and other general costs that crop up from time to time. Thank you for your support!
Click here for more information and to see all donations year to date.Donation Goals
AVSIM's 2019 Fundraising GoalDonate to our annual general fund. This donation keeps our doors open and providing you service 24 x 7 x 365. Your donation here helps to pay our bandwidth costs, emergency funding, and other general costs that crop up from time to time. We reset this goal every new year for the following year's goal.
Donate Now