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More Trouble with Andy Pike Tuts

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Hi, I'm on the fourth tutorial at Andy Pike's site and it's finally broken that god awful mess up into classes and .h files. Only problem is that now I can't compile. I had a problem with libci.lib before but now I believe it is a different problem. My only error is as follows: fatal error LINK: cannot open file 'libci.lib' I know it's a lot to look at but if anyone is bored and decides to take a quick 10 minutes to check this out I'd really appreciate it. Thanks :) [main.cpp]
#include "CGame.h"

CGame* g_pGame = NULL;

void CleanUp()
{
	SafeDelete(g_pGame);
}

//The windows message handler
LRESULT WINAPI WinProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
    switch(msg)
    {
        case WM_DESTROY:
            PostQuitMessage(0);
            return 0;
        break;
        case WM_KEYUP: 
            switch (wParam)
            { 
                case VK_ESCAPE:
                    //User has pressed the escape key, so quit
                    DestroyWindow(hWnd);
                    return 0;
                break;
            } 
        break;

    }

    return DefWindowProc(hWnd, msg, wParam, lParam);
}

//Application entry point
INT WINAPI WinMain(HINSTANCE hInst, HINSTANCE, LPSTR, INT)
{
    //Register the window class
    WNDCLASSEX wc = {sizeof(WNDCLASSEX), CS_CLASSDC, WinProc, 0L, 0L, 
                     GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
                     "DX Project 4", NULL};
	
	//Set the mouse pointer to an arrow
    wc.hCursor = LoadCursor(NULL, IDC_ARROW);	
	
	RegisterClassEx(&wc);

    //Create the application's window
    HWND hWnd = CreateWindow("DX Project 4", "www.andypike.com: Tutorial 4", 
                              WS_OVERLAPPEDWINDOW, 0, 0, GetSystemMetrics(SM_CXSCREEN), GetSystemMetrics(SM_CYSCREEN),
                              NULL, NULL, wc.hInstance, NULL);

	g_pGame = new CGame();
    g_pGame->EnableLogging();

	//Initialize Direct3D
	if(g_pGame->Initialize(hWnd, 800, 600))
    { 
        //Show our window
        ShowWindow(hWnd, SW_SHOWDEFAULT);
        UpdateWindow(hWnd);

        //Start game running: Enter the game loop
        g_pGame->GameLoop();        
    }
    
    CleanUp();

    UnregisterClass("DX Project 4", wc.hInstance);
    
    return 0;
}

[CGame.h]
#ifndef _CGAME_H
#define _CGAME_H

#include <d3dx8.h>
#include <stdio.h>
#include "Helper.h"
#include "cCuboid.h"


class CGame
{
public:
	CGame();
	LPDIRECT3DDEVICE8 GetDevice();
	void EnableLogging();
	void GameLoop();
	bool Initialize(HWND hwnd, UINT nwidth, UINT nheight);
	virtual ~CGame();
private:
	LPDIRECT3D8 m_pD3D;
	LPDIRECT3DDEVICE8 m_pD3DDevice;
	D3DFORMAT CheckDisplayMode(UINT nwidth, UINT nheight, UINT ndepth);
	HRESULT InitializeD3D(HWND hwnd, UINT nwidth, UINT nheight);
	bool m_fEnableLogging;
	bool InitializeGame();
	void SetupCamera();
	void SetupPerspective();
	void SetupRotation();
	void Render();
	void WriteToLog(char *lpszText, ...);
	DWORD m_dwFrames;
	DWORD m_dwStartTime;
	DWORD m_dwEndTime;

	CCuboid* m_pCube1;
	CCuboid* m_pCube2;
	CCuboid* m_pCube3;
	CCuboid* m_pCube4;
	CCuboid* m_pCube5;
	CCuboid* m_pCube6;
};

#endif



[CGame.cpp]
// Game.cpp: implementation of the CGame class.
//
//////////////////////////////////////////////////////////////////////

#include "CGame.h"

//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////

CGame::CGame()
{
	m_fEnableLogging = false;

	m_pD3D = NULL;
	m_pD3DDevice = NULL;
	m_dwFrames = 0;
	m_dwStartTime = 0;
	m_dwEndTime = 0;

	m_pCube1 = NULL;
	m_pCube2 = NULL;
	m_pCube3 = NULL;
	m_pCube4 = NULL;
	m_pCube5 = NULL;
	m_pCube6 = NULL;
}

CGame::~CGame()
{
	//Game finished, so record time
	m_dwEndTime = timeGetTime();

	DWORD dwDuration = (m_dwEndTime - m_dwStartTime) / 1000;
	
	//Log stats
	WriteToLog("Statistics:");
	WriteToLog("\tStart Time (ms): %d", m_dwStartTime);
	WriteToLog("\tEnd Time (ms): %d", m_dwEndTime);
	WriteToLog("\tDuration (s): %d", dwDuration);
	WriteToLog("\tTotal Frame Count: %d", m_dwFrames);
	WriteToLog("\tAverage FPS: %d", (m_dwFrames / dwDuration));

	//Clean up objects/interfaces
	SafeDelete(m_pCube1);
	SafeDelete(m_pCube2);
	SafeDelete(m_pCube3);
	SafeDelete(m_pCube4);
	SafeDelete(m_pCube5);
	SafeDelete(m_pCube6);

	SafeRelease(m_pD3DDevice);
	SafeRelease(m_pD3D);
}

bool CGame::Initialize(HWND hWnd, UINT nWidth, UINT nHeight)
{
	if(SUCCEEDED(InitializeD3D(hWnd, nWidth, nHeight)))
	{
		return InitializeGame();
	}
	else
	{
		return false;
	}

	return true;
}

bool CGame::InitializeGame()
{
	//Setup games objects here
	m_pCube1 = new CCuboid(m_pD3DDevice);
	m_pCube1-&gt;SetPosition(0.0, 0.0, 0.0);

	m_pCube2 = new CCuboid(m_pD3DDevice);
	m_pCube2-&gt;SetPosition(15.0, 0.0, 0.0);

	m_pCube3 = new CCuboid(m_pD3DDevice);
	m_pCube3-&gt;SetPosition(-15.0, 0.0, 0.0);

	m_pCube4 = new CCuboid(m_pD3DDevice);
	m_pCube4-&gt;SetSize(40.0, 10.0, 10.0);
	m_pCube4-&gt;SetPosition(0.0, 0.0, 15.0);

	m_pCube5 = new CCuboid(m_pD3DDevice);
	m_pCube5-&gt;SetSize(17.5, 10.0, 10.0);
	m_pCube5-&gt;SetPosition(-12.5, 0.0, -15.0);

	m_pCube6 = new CCuboid(m_pD3DDevice);
	m_pCube6-&gt;SetSize(17.5, 10.0, 10.0);
	m_pCube6-&gt;SetPosition(12.5, 0.0, -15.0);

	return true;
}

D3DFORMAT CGame::CheckDisplayMode(UINT nWidth, UINT nHeight, UINT nDepth)
{
	UINT x;
	D3DDISPLAYMODE d3ddm;

	for(x = 0; x &lt; m_pD3D-&gt;GetAdapterModeCount(0); x++)
	{
		m_pD3D-&gt;EnumAdapterModes(0, x, &d3ddm);
		if(d3ddm.Width == nWidth)
		{
			if(d3ddm.Height == nHeight)
			{
				if((d3ddm.Format == D3DFMT_R5G6B5) || (d3ddm.Format == D3DFMT_X1R5G5B5) || (d3ddm.Format == D3DFMT_X4R4G4B4))
				{
					if(nDepth == 16)
					{
						return d3ddm.Format;
					}
				}
				else if((d3ddm.Format == D3DFMT_R8G8B8) || (d3ddm.Format == D3DFMT_X8R8G8B8))
				{
					if(nDepth == 32)
					{
						return d3ddm.Format;
					}
				}
			}
		}
	}

	return D3DFMT_UNKNOWN;
}

HRESULT CGame::InitializeD3D(HWND hWnd, UINT nWidth, UINT nHeight)
{
	WriteToLog("InitializeD3D Started...");

    //First of all, create the main D3D object. If it is created successfully we 
    //should get a pointer to an IDirect3D8 interface.
    m_pD3D = Direct3DCreate8(D3D_SDK_VERSION);
    if(m_pD3D == NULL)
    {
		WriteToLog("\tUnable to create DirectX8 interface.");
        return E_FAIL;
    }

    //Get the current display mode
    D3DDISPLAYMODE d3ddm;

	d3ddm.Format = CheckDisplayMode(nWidth, nHeight, 32);
	if(d3ddm.Format != D3DFMT_UNKNOWN)
	{
		//Width x Height x 32bit has been selected
		d3ddm.Width = nWidth;
		d3ddm.Height = nHeight;

		WriteToLog("\t%d x %d x 32bit back buffer format selected. Format = %d.", nWidth, nHeight, d3ddm.Format);
	}
	else
	{
		d3ddm.Format = CheckDisplayMode(nWidth, nHeight, 16);
		if(d3ddm.Format != D3DFMT_UNKNOWN)
		{
            //Width x Height x 16bit has been selected
			d3ddm.Width = nWidth;
			d3ddm.Height = nHeight;

			WriteToLog("\t%d x %d x 16bit back buffer format selected. Format = %d.", nWidth, nHeight, d3ddm.Format);
		}
        else
		{
			WriteToLog("\tUnable to select back buffer format for %d x %d.", nWidth, nHeight);
            return E_FAIL;
        }
	}


    //Create a structure to hold the settings for our device
    D3DPRESENT_PARAMETERS d3dpp; 
    ZeroMemory(&d3dpp, sizeof(d3dpp));

	d3dpp.Windowed = FALSE;
    d3dpp.BackBufferCount = 1;
    d3dpp.BackBufferFormat = d3ddm.Format;
    d3dpp.BackBufferWidth = d3ddm.Width;
    d3dpp.BackBufferHeight = d3ddm.Height;
    d3dpp.hDeviceWindow = hWnd;
    d3dpp.SwapEffect = D3DSWAPEFFECT_COPY_VSYNC;
	d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
    d3dpp.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_ONE;

	//Select the best depth buffer, select 32, 24 or 16 bit
    if(m_pD3D-&gt;CheckDeviceFormat(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, d3ddm.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, D3DFMT_D32) == D3D_OK)
	{
        d3dpp.AutoDepthStencilFormat = D3DFMT_D32;
        d3dpp.EnableAutoDepthStencil = TRUE;

		WriteToLog("\t32bit depth buffer selected");
    }
    else if(m_pD3D-&gt;CheckDeviceFormat(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, d3ddm.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, D3DFMT_D24X8) == D3D_OK)
    {
		d3dpp.AutoDepthStencilFormat = D3DFMT_D24X8;
        d3dpp.EnableAutoDepthStencil = TRUE;

		WriteToLog("\t24bit depth buffer selected");
	}
    else if(m_pD3D-&gt;CheckDeviceFormat(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, d3ddm.Format, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, D3DFMT_D16) == D3D_OK)
    {
		d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
        d3dpp.EnableAutoDepthStencil = TRUE;

		WriteToLog("\t16bit depth buffer selected");
	}
    else
	{
        d3dpp.EnableAutoDepthStencil = FALSE;
		WriteToLog("\tUnable to select depth buffer.");
	}


    //Create a Direct3D device.
    if(FAILED(m_pD3D-&gt;CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, 
                                   D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &m_pD3DDevice)))
    {
		WriteToLog("\tUnable to create device.");
        return E_FAIL;
    }
    
	//Turn on back face culling. This is becuase we want to hide the back of our polygons
    m_pD3DDevice-&gt;SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);

	//Turn off lighting becuase we are specifying that our vertices have colour
    m_pD3DDevice-&gt;SetRenderState(D3DRS_LIGHTING, FALSE);

	//Turn on Depth Buffering
    m_pD3DDevice-&gt;SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);

	WriteToLog("InitialiseD3D Finished OK");

    return S_OK;
}

LPDIRECT3DDEVICE8 CGame::GetDevice()
{
	return m_pD3DDevice;
}

void CGame::GameLoop()
{
    //Enter the game loop
    MSG msg; 
    BOOL fMessage;

    PeekMessage(&msg, NULL, 0U, 0U, PM_NOREMOVE);

	//Game started, so record time
	m_dwStartTime = timeGetTime();

    while(msg.message != WM_QUIT)
    {
        fMessage = PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE);

        if(fMessage)
        {
            //Process message
            TranslateMessage(&msg);
            DispatchMessage(&msg);
        }
        else
        {
            //No message to process, so render the current scene
            Render();
        }

    }
}

void CGame::Render()
{
    if(m_pD3DDevice == NULL)
    {
        return;
    }

    //Clear the back buffer and depth buffer
    m_pD3DDevice-&gt;Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
    
    //Begin the scene
    m_pD3DDevice-&gt;BeginScene();
    
	//Setup the rotation, camera, and perspective matrices
    SetupRotation();
	SetupCamera();
	SetupPerspective();


    //Rendering our objects
    m_pCube1-&gt;Render();
	m_pCube2-&gt;Render();
	m_pCube3-&gt;Render();
	m_pCube4-&gt;Render();
	m_pCube5-&gt;Render();
	m_pCube6-&gt;Render();


    //End the scene
    m_pD3DDevice-&gt;EndScene();
    
    //Filp the back and front buffers so that whatever has been rendered on the back buffer
    //will now be visible on screen (front buffer).
    m_pD3DDevice-&gt;Present(NULL, NULL, NULL, NULL);

	//Count Frames
	m_dwFrames++;
}

void CGame::SetupRotation()
{
    //Here we will rotate our world.
    D3DXMATRIX matWorld, matWorldX, matWorldY, matWorldZ;
    
	//Create the transformation matrices
	D3DXMatrixRotationX(&matWorldX, timeGetTime()/400.0f);
	D3DXMatrixRotationY(&matWorldY, timeGetTime()/400.0f);	
	D3DXMatrixRotationZ(&matWorldZ, timeGetTime()/400.0f);	

	//Combine the transformations by multiplying them together
	D3DXMatrixMultiply(&matWorld, &matWorldX, &matWorldY);
	D3DXMatrixMultiply(&matWorld, &matWorld, &matWorldZ);

	//Apply the tansformation
    m_pD3DDevice-&gt;SetTransform(D3DTS_WORLD, &matWorld);
}

void CGame::SetupCamera()
{
	//Here we will setup the camera.
	//The camera has three settings: "Camera Position", "Look at Position" and "Up Direction"
	//We have set the following:
	//Camera Position:	(0, 0, -100)
	//Look at Position: (0, 0, 0)
	//Up direction:		Y-Axis.
    D3DXMATRIX matView;
    D3DXMatrixLookAtLH(&matView, &D3DXVECTOR3(0.0f, 0.0f,-100.0f),		//Camera Position
                                 &D3DXVECTOR3(0.0f, 0.0f, 0.0f),		//Look At Position
                                 &D3DXVECTOR3(0.0f, 1.0f, 0.0f));		//Up Direction
    m_pD3DDevice-&gt;SetTransform(D3DTS_VIEW, &matView);
}

void CGame::SetupPerspective()
{
	//Here we specify the field of view, aspect ration and near and far clipping planes.
    D3DXMATRIX matProj;
    D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI/4, 1.0f, 1.0f, 500.0f);
    m_pD3DDevice-&gt;SetTransform(D3DTS_PROJECTION, &matProj);
}

void CGame::WriteToLog(char *lpszText, ...)
{
	if(m_fEnableLogging)
	{
		va_list argList;
		FILE *pFile;

		//Initialize variable argument list
		va_start(argList, lpszText);

		//Open the log file for appending
		pFile = fopen("log.txt", "a+");

		//Write the text and a newline
		vfprintf(pFile, lpszText, argList);
		putc('\n', pFile);

		//Close the file
		fclose(pFile);
		va_end(argList);
	}
}

void CGame::EnableLogging()
{
	m_fEnableLogging = true;
	
	FILE* pFile;

	//Clear the file contents
	pFile = fopen("log.txt", "wb");

	//Close it up and return success
	fclose(pFile);
}


[CCuboid.h]
#ifndef _CCUBOID_H
#define _CCUBOID_H

#include <d3dx8.h>
#include "helper.h"


//Define a FVF for our cubiods
#define CUBOID_D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)

class CCuboid
{
public:
	CCuboid(LPDIRECT3DDEVICE8 pD3DDevice);
	bool SetPosition(float x,float y,float z);
	bool SetSize(float rwidth,float rheight,float rdepth);
	bool Render();
	virtual ~CCuboid();

private:
	HRESULT CreateVertexBuffer();
	LPDIRECT3DVERTEXBUFFER8 m_pVertexBuffer;
	LPDIRECT3DDEVICE8 m_pD3DDevice;
	bool UpdateVertices();
	float m_rWidth;
	float m_rHeight;
	float m_rDepth;
	float m_rX;
	float m_rY;
	float m_rZ;

	//Define a custom vertex for our cuboids
	struct CUBOID_CUSTOMVERTEX
	{
		FLOAT x, y, z;
		DWORD color;
	};
};
#endif




[CCuboid.cpp]
// Cuboid.cpp: implementation of the CCuboid class.
//
//////////////////////////////////////////////////////////////////////

#include "CCuboid.h"

//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////

CCuboid::CCuboid(LPDIRECT3DDEVICE8 pD3DDevice)
{
	m_pD3DDevice = pD3DDevice;
	m_pVertexBuffer = NULL;

	//Set a default size and position
	m_rWidth = 10.0;
	m_rHeight = 10.0;
	m_rDepth = 10.0;
	m_rX = 0.0;
	m_rY = 0.0;
	m_rZ = 0.0;

	//Initialize Vertex Buffer
    if(SUCCEEDED(CreateVertexBuffer()))
	{
		UpdateVertices();
	}
}

CCuboid::~CCuboid()
{
	SafeRelease(m_pVertexBuffer);
}

bool CCuboid::Render()
{
	m_pD3DDevice->SetStreamSource(0, m_pVertexBuffer, sizeof(CUBOID_CUSTOMVERTEX));
    m_pD3DDevice->SetVertexShader(CUBOID_D3DFVF_CUSTOMVERTEX);
    m_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);		//Top
	m_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 4, 8);		//Sides
	m_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 14, 2);	//Bottom

	return true;
}

HRESULT CCuboid::CreateVertexBuffer()
{
    //Create the vertex buffer from our device.
    if(FAILED(m_pD3DDevice->CreateVertexBuffer(18 * sizeof(CUBOID_CUSTOMVERTEX),
                                               0, CUBOID_D3DFVF_CUSTOMVERTEX,
                                               D3DPOOL_DEFAULT, &m_pVertexBuffer)))
    {
        return E_FAIL;
    }

    return S_OK;
}

bool CCuboid::UpdateVertices()
{
	VOID* pVertices;
    
    //Store each point of the cube together with it's colour
	//Make sure that the points of a polygon are specified in a clockwise direction,
	//this is because anti-clockwise faces will be culled
	//We will use a three triangle strips to render these polygons (Top, Sides, Bottom).
    CUBOID_CUSTOMVERTEX cvVertices[] =
    {	
		//Top Face
		{m_rX - (m_rWidth / 2), m_rY + (m_rHeight / 2), m_rZ - (m_rDepth / 2), D3DCOLOR_XRGB(0, 0, 255),},		//Vertex 0 - Blue 
        {m_rX - (m_rWidth / 2), m_rY + (m_rHeight / 2), m_rZ + (m_rDepth / 2), D3DCOLOR_XRGB(255, 0, 0),},		//Vertex 1 - Red 
        {m_rX + (m_rWidth / 2), m_rY + (m_rHeight / 2), m_rZ - (m_rDepth / 2), D3DCOLOR_XRGB(255, 0, 0),},		//Vertex 2 - Red 
		{m_rX + (m_rWidth / 2), m_rY + (m_rHeight / 2), m_rZ + (m_rDepth / 2), D3DCOLOR_XRGB(0, 255, 0),},		//Vertex 3 - Green 

		//Face 1
		{m_rX - (m_rWidth / 2), m_rY - (m_rHeight / 2), m_rZ - (m_rDepth / 2), D3DCOLOR_XRGB(255, 0, 0),},		//Vertex 4 - Red 
        {m_rX - (m_rWidth / 2), m_rY + (m_rHeight / 2), m_rZ - (m_rDepth / 2), D3DCOLOR_XRGB(0, 0, 255),},		//Vertex 5 - Blue 
        {m_rX + (m_rWidth / 2), m_rY - (m_rHeight / 2), m_rZ - (m_rDepth / 2), D3DCOLOR_XRGB(0, 255, 0),},		//Vertex 6 - Green 
		{m_rX + (m_rWidth / 2), m_rY + (m_rHeight / 2), m_rZ - (m_rDepth / 2), D3DCOLOR_XRGB(255, 0, 0),},		//Vertex 7 - Red 

		//Face 2
		{m_rX + (m_rWidth / 2), m_rY - (m_rHeight / 2), m_rZ + (m_rDepth / 2), D3DCOLOR_XRGB(0, 0, 255),},		//Vertex 8 - Blue 
        {m_rX + (m_rWidth / 2), m_rY + (m_rHeight / 2), m_rZ + (m_rDepth / 2), D3DCOLOR_XRGB(0, 255, 0),},		//Vertex 9 - Green
		
		//Face 3
        {m_rX - (m_rWidth / 2), m_rY - (m_rHeight / 2), m_rZ + (m_rDepth / 2), D3DCOLOR_XRGB(0, 255, 0),},		//Vertex 10 - Green 
		{m_rX - (m_rWidth / 2), m_rY + (m_rHeight / 2), m_rZ + (m_rDepth / 2), D3DCOLOR_XRGB(255, 0, 0),},		//Vertex 11 - Red 

		//Face 4
        {m_rX - (m_rWidth / 2), m_rY - (m_rHeight / 2), m_rZ - (m_rDepth / 2), D3DCOLOR_XRGB(255, 0, 0),},		//Vertex 12 - Red 
        {m_rX - (m_rWidth / 2), m_rY + (m_rHeight / 2), m_rZ - (m_rDepth / 2), D3DCOLOR_XRGB(0, 0, 255),},		//Vertex 13 - Blue

		//Bottom Face
		{m_rX + (m_rWidth / 2), m_rY - (m_rHeight / 2), m_rZ - (m_rDepth / 2), D3DCOLOR_XRGB(0, 255, 0),},		//Vertex 14 - Green 
        {m_rX + (m_rWidth / 2), m_rY - (m_rHeight / 2), m_rZ + (m_rDepth / 2), D3DCOLOR_XRGB(0, 0, 255),},		//Vertex 15 - Blue 
        {m_rX - (m_rWidth / 2), m_rY - (m_rHeight / 2), m_rZ - (m_rDepth / 2), D3DCOLOR_XRGB(255, 0, 0),},		//Vertex 16 - Red 
		{m_rX - (m_rWidth / 2), m_rY - (m_rHeight / 2), m_rZ + (m_rDepth / 2), D3DCOLOR_XRGB(0, 255, 0),},		//Vertex 17 - Green
    };

	//Get a pointer to the vertex buffer vertices and lock the vertex buffer
    if(FAILED(m_pVertexBuffer->Lock(0, sizeof(cvVertices), (BYTE**)&pVertices, 0)))
    {
        return false;
    }

    //Copy our stored vertices values into the vertex buffer
    memcpy(pVertices, cvVertices, sizeof(cvVertices));

    //Unlock the vertex buffer
    m_pVertexBuffer->Unlock();

	return true;
}

bool CCuboid::SetSize(float rWidth, float rHeight, float rDepth)
{
	m_rWidth = rWidth;
	m_rHeight = rHeight;
	m_rDepth = rDepth;

	UpdateVertices();

	return true;
}

bool CCuboid::SetPosition(float x, float y, float z)
{
	m_rX = x;
	m_rY = y;
	m_rZ = z;

	UpdateVertices();

	return true;
}




[helper.h]
#ifndef _HELPER_H
#define _HELPER_H

#define SafeRelease(pInterface) if(pInterface != NULL) {pInterface->Release(); pInterface = NULL;};
#define SafeDelete(pObject)  if(pObject != NULL) {delete pObject; pObject = NULL;};

#endif




If you take the time to review this THANK YOU SO MUCH.

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sweet thanks.

the only reason i didn't try that this time is because the last time I had a problem with the FVF as well and it didnt render AFTER i ignored the library. I for some reason linked the two problems and got them mixed up thinking that wouldnt do anything.

im sure the latter paragraph wont make too much sense to any1 but me so ignore it :) thanks it works now.

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It's not working for me..
I have a problem here now somewhere:

// Draw the UpCard
(*Device)->SetTexture(0, m_pUpCardTexture);
(*Device)->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
// Draw the DownCard
(*Device)->SetTexture(0, m_pDownCardTexture);
(*Device)->DrawPrimitive(D3DPT_TRIANGLESTRIP, 4, 2);

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