Original Post
I've been working my way through some of the tutorials on msdn (the ones that came with the DirectX SDK) and there's a few things I didn't understand about the functions used: Stuff I don't know about DirectX: What exactly are D3DSWAPEFFECT_DISCARD, D3DSWAPEFFECT_FLIP or D3DSWAPEFFECT_COPY? D3DADAPTER_DEFAULT = 0, so would 1, 2, 3, be 2nd, 3rd and fourth graphics cards? Also is it definatly the graphics card? D3DDEVTYPE_HAL = hardware, D3DDEVTYPE_SW = software, D3DDEVTYPE_REF, D3DDEVTYPE_NULLREF. What does the device type effect and what are the other two. What does using hardware or software vertex processing in the BehaviourFlags parameter effect? Is the LPDIRECT3DDEVICE9 ppReturnedDeviceInterface the same as the returned HRESULT in CreateDevice? What effect to D3DCLEAR_TARGET, D3DCLEAR_ZBUFFER and D3DCLEAR_STENCIL have? (In depth) In the clear function, what does "Clear the depth buffer to this new z value which ranges from 0 to 1" mean? What's a stencil buffer? Need example with the "clear" function. What is the vertex buffer usage type? What does "the memory allocation for a buffer" mean? (As in D3DPOOL_DEFAULT) What does rhw do?