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direct x8 backbuffer ques

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Im a little unclear as to the details of the backbuffer. Can i acquire it once in the initialization code (and reacquire if its lost) and then refer to that pointer in each frame render? I ask because it I did that and I can either lock it and manipulate it or use functions like CopyRects(), but not at the same time(ie the screen is blank), alos when i use clear() and CopyRects() I get the same thing. Am I missing something? here is the code more or less /****** In gameInit ****/ // Set the backbuffer m_pDevice->GetBackBuffer( 0, D3DBACKBUFFER_TYPE_MONO, &m_pBackSurface ) // In render function m_pDevice->Clear(0,0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB( 0, 0, 0), 0.0f, 0); m_pDevice->CopyRects( m_pBackGround, 0, 0, m_pEngine2D->m_pBackSurface, 0 ); m_E2D->m_pDevice->Present (NULL, NULL, NULL, NULL); thanx

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