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Make texture compression work in release builds when no Direct3d hardware device is found. #11

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Feb 20, 2018
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Use the WARP software fallback in release builds too. Fixes issue #10.
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Erik Dahlström committed Feb 12, 2018
commit 5cc40ab31ad5eb716a3c208ede92c8a4f4dccac1
7 changes: 0 additions & 7 deletions glTF-Toolkit/src/DeviceResources.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -105,12 +105,6 @@ void DeviceResources::CreateDeviceResources()
context.GetAddressOf() // Returns the device immediate context.
);
}
#if defined(NDEBUG)
else
{
throw std::exception("No Direct3D hardware device found");
}
#else
if (FAILED(hr))
{
// If the initialization fails, fall back to the WARP device.
Expand All @@ -134,7 +128,6 @@ void DeviceResources::CreateDeviceResources()
OutputDebugStringA("Direct3D Adapter - WARP\n");
}
}
#endif

ThrowIfFailed(hr);

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