I have got a crash at calling function Clearrendertargetview().
Below is the code:
HWND hwnd;
ID3D10Device* device;
IDXGISwapChain* swapChain;
ID3D10RenderTargetView* renderTarget;
D3D10_VIEWPORT viewPort;
DXGI_SWAP_CHAIN_DESC swapchaind;
SecureZeroMemory(&swapchaind, sizeof(DXGI_SWAP_CHAIN_DESC));
swapchaind.BufferCount = 2;
swapchaind.OutputWindow = hwnd;
swapchaind.BufferDesc.Height = height;
swapchaind.BufferDesc.Width = width;
swapchaind.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swapchaind.BufferDesc.RefreshRate.Numerator = 60;
swapchaind.BufferDesc.RefreshRate.Denominator = 1;
swapchaind.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapchaind.Windowed = true;
swapchaind.SampleDesc.Count = 1;
swapchaind.SampleDesc.Quality = 0;
device = NULL;
swapChain = NULL;
if(FAILED(D3D10CreateDeviceAndSwapChain(NULL,
D3D10_DRIVER_TYPE_HARDWARE,
NULL,
NULL,
D3D10_SDK_VERSION,
&swapchaind,
&swapChain,
&device))) exit(11);
ID3D10Texture2D* backbuffer;
if(FAILED(swapChain->GetBuffer(0, _uuidof(ID3D10Texture2D), (void**)&backbuffer))) exit(12);
if(FAILED(device->CreateRenderTargetView(backbuffer, NULL, &renderTarget))) exit(13);
backbuffer->Release();
device->OMGetRenderTargets(1, &renderTarget, NULL);
viewPort.Height = height;
viewPort.Width = width;
viewPort.MaxDepth = 1.0f;
viewPort.MinDepth = 0.0f;
viewPort.TopLeftX = 0;
viewPort.TopLeftY = 0;
device->RSSetViewports(1, &viewPort);
float clearColor[4] = {0.0f,0.0f,1.0f,1.0f};
device->ClearRenderTargetView(renderTarget, clearColor); //da crash iz here
renderFunc();//rendering
swapChain->Present(0,0);
Where am I wrong?