VOID Render()
{
LPDIRECT3DSURFACE9 BackBuffer = NULL;
// Clear the back buffer to a blue color
g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255),
1.0f, 0);
// Begin the scene
if(SUCCEEDED(g_pd3dDevice->BeginScene()))
{
g_pd3dDevice->GetBackBuffer(0,0,D3DBACKBUFFER_TYPE_MONO, &BackBuffer);
g_pd3dDevice->UpdateSurface(g_Surface, NULL, BackBuffer, NULL);
if(BackBuffer != NULL)
BackBuffer->Release();
// End the scene
g_pd3dDevice->EndScene();
}
// Present the back buffer contents to the display
g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
}
{
LPDIRECT3DSURFACE9 BackBuffer = NULL;
// Clear the back buffer to a blue color
g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255),
1.0f, 0);
// Begin the scene
if(SUCCEEDED(g_pd3dDevice->BeginScene()))
{
g_pd3dDevice->GetBackBuffer(0,0,D3DBACKBUFFER_TYPE_MONO, &BackBuffer);
g_pd3dDevice->UpdateSurface(g_Surface, NULL, BackBuffer, NULL);
if(BackBuffer != NULL)
BackBuffer->Release();
// End the scene
g_pd3dDevice->EndScene();
}
// Present the back buffer contents to the display
g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
}