Ja jeg er jo gået igang med at lære Direct3D. mens jeg skal bruge min: D3D_SDK_VERSION. Hvordan finder jeg den?
Min kode:
#include <windows.h>
#include <windowsx.h>
#include <d3d9.h>
#define SCREEN_WIDTH 640
#define SCREEN_HEIGHT 480
// include the Direct3D Library file
#pragma comment (lib, "d3d9.lib")
// global declarations
LPDIRECT3D9 d3d;    // the pointer to our Direct3D interface
LPDIRECT3DDEVICE9 d3ddev;    // the pointer to the device class
// function prototypes
void initD3D(HWND hWnd);    // sets up and initializes Direct3D
void render_frame(void);    // renders a single frame
void cleanD3D(void);    // closes Direct3D and releases memory
// the WindowProc function prototype
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
                   HINSTANCE hPrevInstance,
                   LPSTR lpCmdLine,
                   int nCmdShow)
{
    HWND hWnd;
    WNDCLASSEX wc;
    ZeroMemory(&wc, sizeof(WNDCLASSEX));
    wc.cbSize = sizeof(WNDCLASSEX);
    wc.style = CS_HREDRAW | CS_VREDRAW;
    wc.lpfnWndProc = (WNDPROC)WindowProc;
    wc.hInstance = hInstance;
    wc.hCursor = LoadCursor(NULL, IDC_ARROW);
    wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
    wc.lpszClassName = "WindowClass";
    RegisterClassEx(&wc);
hWnd = CreateWindow("WindowClass", "D3D window", WS_OVERLAPPEDWINDOW, 200, 200, SCREEN_WIDTH, SCREEN_HEIGHT, NULL, NULL, hInstance, NULL);
    ShowWindow(hWnd, nCmdShow);
    // set up and initialize Direct3D
    initD3D(hWnd);
    // enter the main loop:
    MSG msg;
    while(TRUE)
    {
        DWORD starting_point = GetTickCount();
        if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
        {
            if (msg.message == WM_QUIT)
                break;
            TranslateMessage(&msg);
            DispatchMessage(&msg);
        }
        render_frame();
        while ((GetTickCount() - starting_point) < 25);
    }
    // clean up DirectX and COM
    cleanD3D();
    return msg.wParam;
}
// this is the main message handler for the program
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
    switch(message)
    {
        case WM_DESTROY:
            {
                PostQuitMessage(0);
                return 0;
            } break;
    }
    return DefWindowProc (hWnd, message, wParam, lParam);
}
// this function initializes and prepares Direct3D for use
void initD3D(HWND hWnd)
{
    d3d = Direct3DCreate9(D3D_SDK_VERSION);    // create the Direct3D interface
    D3DPRESENT_PARAMETERS d3dpp;    // create a struct to hold various device information
    ZeroMemory(&d3dpp, sizeof(d3dpp));    // clear out the struct for use
    d3dpp.Windowed = TRUE;    // program windowed, not fullscreen
    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;    // discard old frames
    d3dpp.hDeviceWindow = hWnd;    // set the window to be used by Direct3D
    // create a device class using this information and the info from the d3dpp stuct
    d3d->CreateDevice(D3DADAPTER_DEFAULT,
                      D3DDEVTYPE_HAL,
                      hWnd,
                      D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                      &d3dpp,
                      &d3ddev);
    return;
}
void cleanD3D(void)
{
    d3ddev->Release();    // close and release the 3D device
    d3d->Release();    // close and release Direct3D
    return;
}
// this is the function used to render a single frame
void render_frame(void)
{
    // clear the window to a deep blue
    d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 40, 100), 1.0f, 0);
    d3ddev->BeginScene();    // begins the 3D scene
    // do 3D rendering on the back buffer here
    d3ddev->EndScene();    // ends the 3D scene
    d3ddev->Present(NULL, NULL, NULL, NULL);   // displays the created frame on the screen
    return;}