HRESULT InitD3D( HWND hWnd ) { // Create the D3D object, which is needed to create the D3DDevice. if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) ) { MessageBoxA(NULL, "Create D3D9 object failed!", "Error", 0) ; return E_FAIL; } D3DPRESENT_PARAMETERS d3dpp; ZeroMemory( &d3dpp, sizeof(d3dpp) ); d3dpp.Windowed = TRUE; // use window mode, not full screen d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; // Create device if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice ) ) ) { MessageBoxA(NULL, "Create D3D9 device failed!", "Error", 0) ; return E_FAIL; } // Create Cube CreateCube(); // Build effect BuildEffect(); return S_OK; }
bool InitDirect3DApp::Init() { if(!D3DApp::Init()) return false; // Set up the vertex and index buffers for the shape we are drawing BuildVertexBuffer(); BuildIndexBuffer(); BuildEffect(); BuildVertexLayout(); return true; }