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Jun 18th, 2018
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  1. window_hwnd = hwnd;
  2. d3d = NULL;
  3. d3ddev = NULL;
  4. tex = NULL;
  5. scwidth = width, scheight = height;
  6. HRESULT hr;
  7. D3DDISPLAYMODE d3ddm;
  8. d3d = Direct3DCreate8( D3D_SDK_VERSION );
  9. if (d3d == NULL) return false;
  10. d3d->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddm );
  11. memset(&d3dpp, 0, sizeof(d3dpp));
  12. D3DPRESENT_PARAMETERS d3dpp;
  13. ZeroMemory( &d3dpp, sizeof(d3dpp) );
  14. d3dpp.Windowed = TRUE;
  15. d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
  16. d3dpp.BackBufferFormat = d3ddm.Format;
  17. d3dpp.EnableAutoDepthStencil = TRUE;
  18. d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
  19. d3dpp.hDeviceWindow = hwnd;
  20. hr = d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &d3ddev);
  21. if (hr != D3D_OK) return false;
  22. hr = d3ddev->SetRenderState(D3DRS_LIGHTING, FALSE);
  23. d3ddev->SetVertexShader( VertexFVF );
  24. texwidth = texheight = 0;
  25. return true;
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