So first I'd like to thank anyone who holds this forum up. Such a help :)
Problem is when I open my program, then it crashes right away. Code should be fine, because everyone using it when looking from google, but this thing haven't happened yet.
Code
// include the basic windows header file
#include <windows.h>
#include <windowsx.h>
#include <d3d9.h>
// 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)
{
// the handle for the window, filled by a function
HWND hWnd;
// this struct holds information for the window class
WNDCLASSEX wc;
// clear out the window class for use
ZeroMemory(&wc, sizeof(WNDCLASSEX));
// fill in the struct with the needed information
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 = L"WindowClass1";
// register the window class
RegisterClassEx(&wc);
// create the window and use the result as the handle
hWnd = CreateWindowEx(NULL,
L"WindowClass1", // name of the window class
L"Our First Windowed Program", // title of the window
WS_OVERLAPPEDWINDOW, // window style
300, // x-position of the window
300, // y-position of the window
640, // width of the window
480, // height of the window
NULL, // we have no parent window, NULL
NULL, // we aren't using menus, NULL
hInstance, // application handle
NULL); // used with multiple windows, NULL
// display the window on the screen
ShowWindow(hWnd, nCmdShow);
// set up and initialize Direct3D
initD3D(hWnd);
// enter the main loop:
// this struct holds Windows event messages
MSG msg;
// Enter the infinite message loop
while(TRUE)
{
// find out the starting time of each loop
DWORD starting_point = GetTickCount();
// Check to see if any messages are waiting in the queue
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
// If the message is WM_QUIT, exit the while loop
if (msg.message == WM_QUIT)
break;
// translate keystroke messages into the right format
TranslateMessage(&msg);
// send the message to the WindowProc function
DispatchMessage(&msg);
}
render_frame();
// Run game code here
// ...
// ...
// wait until 1/40th of a second has passed
while ((GetTickCount() - starting_point) < 25);
}
// clean up DirectX and COM
cleanD3D();
// return this part of the WM_QUIT message to Windows
return msg.wParam;
}
// this is the main message handler for the program
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
// sort through and find what code to run for the message given
switch(message)
{
// this message is read when the window is closed
case WM_DESTROY:
{
// close the application entirely
PostQuitMessage(0);
return 0;
} break;
}
// Handle any messages the switch statement didn't
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;
}
// 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, 0, 0), 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;
}
// this is the function that cleans up Direct3D and COM
void cleanD3D(void)
{
d3ddev->Release(); // close and release the 3D device
d3d->Release(); // close and release Direct3D
return;
}
When cutting this a part, I found out that the problem comes up, if calling out
If i delete
// clear the window to a deep blue
d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 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
from the function, then window will appear. Otherways I can see my window(without colored background) and closing it in some milliseconds.
I made some experiments with other compilers and visual cpp 6 gave me this error.
http://www.marxxx.pri.ee/kraam/pildid/dxbug.png
Unfortunately I couldn't get it compiled in devcpp, because it gave some errors with opening bin directory. But its old and I don't know if works with directx.
The tutorial I got this code is here
( http://www.directxtutorial.com/Tutorial9/B-Direct3DBasics/dx9B1.aspx#still ).
In control panel->system->advanced->enviroment variables->Path
i got this
C:\Program Files\Microsoft DirectX SDK (April 2007)\Utilities\Bin\x86
While installing dx SDK it edited that place itself, so I guess I dont need to edit that.
Thank you :)
Marko
[Edited by - marxxx on October 31, 2007 3:59:23 AM]
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