Original Post
Hi all. I wonder why my surfaces aren't renderd. I'm following the book: "DirectX® 9 User Interfaces: Design and Implementation" and in the beginning i just peeked at the book for small solutions and idées, just so i could do it my own way. But I can't get my simple surfaces to render, even if I copied the darn book. I can't find the correct help either, so I ask aroud here. This seems that it should be under the thread Beginners, but I ask here anyway :P Well here's my code: and the rendering: Everyting goes through nicely, my image surface are filled correctly (atleast the is no error :D), no problem to get the backbuffer either. But my scene stays clean. So, please help me.
D3DXIMAGE_INFO info;
HRESULT result;
//get the width & height of bitmap file
result = D3DXGetImageInfoFromFile("Namnlöst.png",&info);
if (result != D3D_OK) return NULL;
//create surface
result = m_Device->CreateOffscreenPlainSurface(
info.Width,
info.Height,
info.Format,
D3DPOOL_DEFAULT,
&g_Surface,
NULL);
if (result != D3D_OK) return NULL;
result = D3DXLoadSurfaceFromFile(
g_Surface,
NULL,
NULL,
"Namnlöst.png",
NULL,
D3DX_DEFAULT,
0xffffffff,
NULL);
m_Device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL, 0xff1144bb, 1.0f, 0);
m_Device->BeginScene();
m_Device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &g_BackBuffer);
m_Device->UpdateSurface(g_Surface, NULL, g_BackBuffer, NULL);
if (g_BackBuffer!= NULL)
{
g_BackBuffer->Release();
}
m_Device->EndScene();
m_Device->Present(0,0,0,0);