-#ifdef WIN32\r
- d3d = Direct3DCreate9(D3D_SDK_VERSION);\r
-\r
- D3DPRESENT_PARAMETERS d3dpp;\r
- D3DDISPLAYMODE d3ddm;\r
- d3d->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm);\r
-\r
- ZeroMemory(&d3dpp, sizeof(d3dpp));\r
- d3dpp.Windowed = true;\r
- d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;\r
- d3dpp.hDeviceWindow = hWnd;\r
- //d3dpp.BackBufferFormat = d3ddm.Format;\r
- d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8;\r
- d3dpp.BackBufferWidth = scrWidth;\r
- d3dpp.BackBufferHeight = scrHeight;\r
-\r
-\r
- // create a device class using this information and the info from the d3dpp stuct\r
- d3d->CreateDevice(D3DADAPTER_DEFAULT,\r
- D3DDEVTYPE_HAL,\r
- hWnd,\r
- D3DCREATE_SOFTWARE_VERTEXPROCESSING,\r
- &d3dpp,\r
- &d3ddev);\r
-\r
- // Turn on alpha-blending\r
- d3ddev->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);\r
- // Set the render state up for source alpha blending.\r
- d3ddev->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);\r
- d3ddev->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);\r
- // Get the alpha information solely from the texture.\r
- d3ddev->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);\r
- d3ddev->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);\r
-#endif // WIN32\r