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Multi-monitor debugging problems...

Started by January 25, 2000 03:20 PM
0 comments, last by RPGElite 25 years, 1 month ago
I have multi-monitor debugging set up on my machine now. I looked at the MSDN and I found a whopping one article on this subject and it''s about two paragraphs long. I will quote it, in it''s entirety, here: -------- It is possible to use a multimonitor system rather than remote debugging in order to step through code while debugging a full-screen DirectDraw application. You should use the primary monitor for your development environment and the secondary monitor for the DirectDraw output. Also, you need to change a registry setting through the DirectX property sheet in Control Panel. On the DirectDraw page, click Advanced Settings and select the Enable Multi-Monitor Debugging checkbox. This setting will prevent DirectDraw from minimizing your application when it loses focus. Under Windows 98, you cannot step through code when a surface is locked. For more information, see Accessing Surface Memory Directly. (from: http://msdn.microsoft.com/library/psdk/directx/ddover_0szb.htm) -------- ok, I have changed the settings in the DX Control Panel setting. Here''s where I get screwed up: "You should use the primary monitor for your development environment and the secondary monitor for the DirectDraw output." My DX apps always want to start in the primary monitor. How can I get them to start in the secondary monitor. Another question - once I get this working, and I start debugging more complex apps than a pixel plotter (just to test the debugging ), I will be using DirectInput. How will this interfere with my mouse moving over to VC++ in the other monitor and clicking on stuff in the toolbar? When I click will DInput register a click even though I''m clicking on another monitor? Thanks. gameguru4@yahoo.com
Take a look at the Directx 6 or 7 SDK Help file under DirectDraw->directDraw Essentials->Multiple-Monitor Systems

It has articles on how to enumerate the different display adapters in the machine giving a unique GUID for each one which you pass to DirectDrawCreate rather than NULL which is for the defualt device.

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