I again introduced and included a note to the tester, explaining that my application does not use Direct 3D functions, and I told them the exact DirectX function that I used.
I still couldn’t, but the cause of Direct3D was no longer one of the reasons.
Apparently, my application crashes, which was another reason for the failure for the first time, but I thought it should be related to the Direct3D problem. I cannot reproduce the crash, but at least now I know that I can stop looking at my use of DirectX. It was a red herring.
source share