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pacemkr

Initializing a device.

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Is it possible to initialize a D3D device when another direct x aplication is running full screen? If so, how do I do it? If no, how do I access the RenderTarget of a directx device that is not part of the same program? Thanks in advance. Any info is greately appreciated. This is what I am using right now and its failing...
	
	//define a pointer to d3d object
	LPDIRECT3D9 pD3D = NULL;

	//attemp to get the pointer of a d3d object
    if( NULL == (pD3D = Direct3DCreate9(D3D_SDK_VERSION)))
        return 1;

	//define a pointer to d3d device
	IDirect3DDevice9 *pDevice;

	//define the present parameters needed to create a device
	D3DPRESENT_PARAMETERS pD3Dpp;

	//fill the parameters with zeros in memory
	ZeroMemory(&pD3Dpp,sizeof(pD3Dpp));
	pD3Dpp.Windowed = TRUE;
	pD3Dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
	
	//attempt to create a new device
	//adapter to use,type of adapter,handle to screencap window,vertex processing must be set,present params,device pointer
	HRESULT res = pD3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,hWnd,D3DCREATE_SOFTWARE_VERTEXPROCESSING,&pD3Dpp,&pDevice);

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A device takes full control of the display adapter while in fullscreen. If you initialize a new device, one will take precidence over the other, and the loser will revert to the device lost state.

So you can't have 2 active devices at once. Or so I've been told [lol]...

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