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<BLOCKQUOTE>

<H1><A NAME="NAME"><A NAME="1">NAME

</A></A></H1>
<P>
<B>cgD3D9SetDevice</B> - set the D3D device


</P>

<H1><A NAME="SYNOPSIS"><A NAME="2">SYNOPSIS

</A></A></H1>
<PRE>  #include &lt;Cg/cgD3D9.h&gt;

  HRESULT cgD3D9SetDevice( IDirect3DDevice9 * device );
</PRE>
<H1><A NAME="PARAMETERS"><A NAME="3">PARAMETERS

</A></A></H1>
<DL>
<DT><STRONG>device

</STRONG></DT>
<DD>

<P>
Pointer to an <B>IDirect3DDevice9</B> interface that the expanded interface will
use for any D3D-specific routine it may call. This parameter can be <B>NULL</B>
to free all D3D resources used by the expanded interface and remove its
reference to the D3D device.


</P>
</DD></DL>

<H1><A NAME="RETURN_VALUES"><A NAME="4">RETURN VALUES

</A></A></H1>
<P>
Returns <B>D3D_OK</B> if the function succeeds.


</P>
<P>
Returns the D3D failure code if the function fails due to a D3D call.


</P>

<H1><A NAME="DESCRIPTION"><A NAME="5">DESCRIPTION

</A></A></H1>
<P>
<B>cgD3D9SetDevice</B> informs the expanded interface of the new D3D device.
This will destroy any D3D resources for programs previously loaded with
<A HREF="cgD3D9LoadProgram.html">cgD3D9LoadProgram</A> and use the new D3D device to recreate them. The
expanded interface will increment the reference count to the D3D device,
so this function must eventually be called with <B>NULL</B> to release that
reference so D3D can be properly shut down. 


</P>
<P>
If <B>device</B> is <B>NULL</B>, all D3D resources for programs previously loaded
with <A HREF="cgD3D9LoadProgram.html">cgD3D9LoadProgram</A> are destroyed. However, these
programs are still considered managed by the expanded interface, so if a
new D3D device is set later these programs will be recreated using the new
D3D device.


</P>
<P>
If a new device is being set, all D3D resources for programs previously
loaded with <A HREF="cgD3D9LoadProgram.html">cgD3D9LoadProgram</A> are rebuilt using the new
device. All shadowed parameters for these programs are maintained across D3D
device changes except texture parameters. Since textures in D3D are bound to
a particular D3D device, these resources cannot be saved across device changes.
When these textures are recreated for the new D3D device, they must be re-bound
to the sampler parameter.


</P>
<P>
Note that calling <B>cgD3D9SetDevice(NULL)</B> does not destroy any core runtime
resources (<B>CGprograms</B>, <B>CGparameters</B>, etc.) used by the expanded interface.
These must be destroyed seperately using <A HREF="cgDestroyProgram.html">cgDestroyProgram</A>
and <A HREF="cgDestroyContext.html">cgDestroyContext</A>.


</P>

<H1><A NAME="EXAMPLES"><A NAME="6">EXAMPLES

</A></A></H1>
<PRE>  // pDev is an IDirect3DDevice9 interface initialized elsewhere
  ...
  cgD3D9SetDevice(pDev);
</PRE>
<H1><A NAME="ERRORS"><A NAME="7">ERRORS

</A></A></H1>
<P>
<B>cgD3D9Failed</B> is generated if a D3D function returns an error.


</P>

<H1><A NAME="HISTORY"><A NAME="8">HISTORY

</A></A></H1>
<P>
<B>cgD3D9SetDevice</B> was introduced in Cg 1.1.


</P>

<H1><A NAME="SEE_ALSO"><A NAME="9">SEE ALSO

</A></A></H1>
<P>
<A HREF="cgD3D9GetDevice.html">cgD3D9GetDevice</A>,
<A HREF="cgDestroyProgram.html">cgDestroyProgram</A>,
<A HREF="cgDestroyContext.html">cgDestroyContext</A>,
<A HREF="cgD3D9LoadProgram.html">cgD3D9LoadProgram</A>

</P>

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