It has always been the case that Direct3D9 won't run the Minecraft example, this is not a new regression. The problem exhibited in that example is that it sometimes defines empty primitives on the model it uses to render the 3D world. We even have a debug message about that in the model class right now, which I am unsure of whether we should remove. Regardless, Direct3D9 breaks down because the API prevents you from allocating a vertex buffer of size 0 which is different from OpenGL.
Size of the vertex buffer, in bytes. For FVF vertex buffers, Length must be large enough to contain at least one vertex, but it need not be a multiple of the vertex size. Length is not validated for non-FVF buffers. See Remarks.
https://docs.microsoft.com/en-us/windows/win32/api/d3d9/nf-d3d9-idirect3ddevice9-createvertexbuffer>Codecov ReportPlease sign in to post comments, or you can view this issue on GitHub.@@ Coverage Diff @@ ## master #1840 +/- ## ======================================= Coverage 24.89% 24.89% ======================================= Files 177 177 Lines 16743 16743 ======================================= Hits 4169 4169 Misses 12574 12574
Impacted Files Coverage Δ ...MAsystem/SHELL/Graphics_Systems/OpenGL1/vertex.cpp
69.42% <100%> (ø)