MARK,有点困了,待续,
//初始化D3D环境
HRESULT InitialiseD3D()
{
//初始化接口
g_pD3D = Direct3DCreate9(D3D_SDK_VERSION);
if(g_pD3D == NULL)
{
return E_FAIL;
}
//得到显示设备的显示模式
D3DDISPLAYMODE d3ddm;
if(FAILED(g_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm)))
{
return E_FAIL;
}
//创建变量存储设备信息
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
//设置后台缓冲区参数
d3dpp.Windowed = TRUE;//使用窗口模式
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; //翻转形式
d3dpp.BackBufferFormat = d3ddm.Format;//像素格式
//创建D3D设备指针
if(FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp,
&g_pD3DDevice)))
//在哪个显示器中创建设备,图形绘制方式,窗口句柄,顶点处理方式,后台缓冲区参数变量,设备对象
{
return E_FAIL;
}
//设置剪裁方式
//g_pD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
g_pD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);/////////////////////////////////
//关闭灯光
g_pD3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
return S_OK;
}