Hi. Recently I decided to give another shot at managed DirectX.. so I installed SlimDX and on the first program I'm trying to do, I can't even create the device... It gives me an D3DERR_INVALIDCALL at this line:
Code:
D3DDev = new Device(D3D, 0, DeviceType.Hardware, IntPtr.Zero, CreateFlags.HardwareVertexProcessing, pp);
I have no idea what's wrong... Someone can help me?

Here's my whole code.. that does nothing at all
Code:
using System;using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
using SlimDX.Direct3D9;


namespace ExternalCrosshair
{
    public partial class Form1 : Form
    {
        public Form1()
        {
            InitializeComponent();
        }
        Direct3D D3D;
        Device D3DDev;
        IntPtr handle = new IntPtr();
        bool stop = false;


        private void button1_Click(object sender, EventArgs e)
        {
            CreateCrosshairWindow();
        }


        private void CreateCrosshairWindow()
        {
            D3DStartup();
            Thread.Sleep(500);
            timer1.Enabled = true;
            if (stop)
                D3DShutDown();
        }
        private void timer1_Tick(object sender, EventArgs e)
        {
            Render();
        }


        private void D3DStartup()
        {
            PresentParameters pp = new PresentParameters();
            


            pp.Multisample = MultisampleType.None;
            pp.Windowed = true;
            pp.SwapEffect = SwapEffect.Discard;
            pp.BackBufferFormat = Format.Unknown;
            pp.BackBufferHeight = 600;
            pp.BackBufferWidth = 800;


            D3D = new Direct3D();
            D3DDev = new Device(D3D, 0, DeviceType.Hardware, IntPtr.Zero, CreateFlags.HardwareVertexProcessing, pp);
        }
        private void Render()
        {
            D3DDev.Clear(ClearFlags.All, new SlimD*****lor4(Color.Blue), (float)1.0, 0);
        }


        private void D3DShutDown()
        {
            D3D.Dispose();
            D3DDev.Dispose();
        }
    }
}