DX11toDX9 (DX11.Texture 2d) is broken


the DX11toDX9 Node seems to be broken in vvvv_beta39_x64. The texture stays black and TTY spills out a division by zero error.

Is there a quick fix for this? Is this working with previous versions of vvvv … and if so, which one?


Stack Trace:
00:01:42 - : Stack Trace
00:01:42 - : at VVVV.PluginInterfaces.V2.Spread`1.get_Item(Int32 index)
at VVVV.DX11.Lib.Rendering.RenderTargetManager.GetRenderTarget(DX11RenderContext context)
at VVVV.DX11.DX11TempRTRendererNode.OnUpdate(DX11RenderContext context)
at VVVV.DX11.AbstractDX11Renderer2DNode.Update(DX11RenderContext context)
at VVVV.DX11.AbstractDX11Renderer2DNode.Render(DX11RenderContext context)
at VVVV.DX11.Lib.RenderGraph.DX11DeviceRenderer.RenderNode(DX11Node node)
00:01:42 * : [error occured in Pin.Evaluate of ]: Division by zero
00:01:42 * : Division by zero
00:01:42 * : [error occured in Pin.Evaluate of ]: Division by zero
00:01:42 * : Division by zero


Windows 10 Pro Version 1909 (Bootcamp)
Macbook Pro 16
AMD Radeon Pro 5000M

this is a bug in beta39, please use a newer preview: https://vvvv.org/downloads/previews

just tested, doesn’t work with the EX9 fix either. also broken in older betas.

from what i remember, dx11 to dx9 was always a tricky thing to do and it might be that latest drivers don’t support it anymore. you can try to use spout, maybe that works…


yes was also thinking about using Spout … but it looks like you can’t send a dx9 texture sender to a dx 11 texture receiver :(

if it is an option for you, please check if it works in the x86 builds.

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