Note All rendering devices created by a given Microsoft® Direct3D® object share the same physical resources. Although your application can create multiple rendering devices from a single Direct3D object, because they share the same hardware, extreme performance penalties will be incurred.
To create a Direct3D device in a C++ application, your application must first create a Direct3D object, as explained in Direct3D Object.
First, initialize values for the D3DPRESENT_PARAMETERS structure that is used to create the Direct3D device. The following code example specifies a windowed application where the back buffer is flipped to the front buffer on VSYNC only.
Next, create the Direct3D device. The following IDirect3D9::CreateDevice call specifies the default adapter, a hardware abstraction layer (HAL) device, and software vertex processing.
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &d3dDevice ) ) )
return E_FAIL;
Note that a call to create, release, or reset the device should happen only on the same thread as the window procedure of the focus window.
After creating the device, set its state.
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요게 도움말에서 프로그래밍 가이드 기초 중의 기초 부분...
2003.10.20 00:41:16 (*.153.19.241)
Anemi
...
영어공부 초등학교 수준부터 해야겠군요.
[왜 영어시간에만 잠이 오냐구우...]
시험끝나고 영어 기초편 책 하나 사야겠네요;