Нарисовать рисунок используя directx- C++(Си)

#include <windows.h>
#include <stdio.h>
#include <d3d9.h>
struct CUSTOMVERTEX
{
FLOAT x, y, z, rhw; // The transformed position for the vertex.
DWORD color;        // The vertex color.
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE)
IDirect3D9* g_pD3D;
IDirect3DDevice9* g_pd3dDevice;
IDirect3DVertexBuffer9 *g_pVB;
MSG msg; 
HDC hdc;
VOID* pVertices;
FLOAT z=0.5f;
FLOAT strhw=1.0f;
DWORD stcolor=0xff00ffff;
int vn;
CUSTOMVERTEX* vertices;
INT WINAPI WinMain(HINSTANCE, HINSTANCE, LPSTR, INT );
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam );
VOID Cleanup();
VOID Render();
VOID  create_vertices();
 
int main(int argc, char *argv[])
{
vn = 49*49;
vertices = new CUSTOMVERTEX[vn];
HINSTANCE hInst = GetModuleHandle(NULL);
create_vertices();
int a = WinMain(hInst,NULL,NULL,0);
Cleanup();
delete []vertices;
}
VOID  create_vertices()
{
FLOAT x,y;
int i;
for(i=0,x=2.0f;x<100.0f;x+=2.0f)
{
for(y=2.0f;y<100.0f;y+=2.0f,i++)
{//f(i);
vertices[i].x = x;
vertices[i].y = y;
vertices[i].z = z;
vertices[i].rhw = strhw;
vertices[i].color = stcolor;
}
}
}
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE phI, LPSTR lp, INT ig)
{
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_HREDRAW|CS_VREDRAW, MsgProc, 0L, 0L, 
 hInst, NULL, NULL, NULL, NULL, "Direct3D Tutorial", NULL };
RegisterClassEx( &wc );
HWND hWnd = CreateWindow( "Direct3D Tutorial", "Direct3D Tutorial 01: CreateDevice", 
 WS_OVERLAPPEDWINDOW, 100, 100, 640, 480,
 GetDesktopWindow(), NULL, wc.hInstance, NULL );
SetFocus(hWnd); ShowWindow(hWnd,SW_SHOWDEFAULT);
if( ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) )== NULL){ return E_FAIL;}
D3DPRESENT_PARAMETERS d3dpp; 
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
                                  D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                                  &d3dpp, &g_pd3dDevice ) ) ){}
if( FAILED( g_pd3dDevice->CreateVertexBuffer( vn*sizeof(CUSTOMVERTEX),
         0 /*Usage*/, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )
    return E_FAIL;
if( FAILED( g_pVB->Lock( 0, vn*sizeof(CUSTOMVERTEX), (void**)&pVertices, 0 ) ) )
    return E_FAIL;
memcpy( pVertices, vertices, vn*sizeof(CUSTOMVERTEX) );
g_pVB->Unlock();       
while( GetMessage( &msg, NULL, 0, 0 ) )
{
    TranslateMessage( &msg );
    DispatchMessage( &msg );
}
}
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
    switch( msg )
    {
        case WM_DESTROY:
            PostQuitMessage( 0 );
            return 0;
        case WM_PAINT:
            Render();
            ValidateRect( hWnd, NULL );
            return 0;
    }
    return DefWindowProc( hWnd, msg, wParam, lParam );
}
VOID Render()
{
// Clear the back buffer to a blue color
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
// Begin the scene
g_pd3dDevice->BeginScene();
// Rendering of scene objects happens here
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive( D3DPT_POINTLIST, 0, vn  );
// End the scene
g_pd3dDevice->EndScene();
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
VOID Cleanup()
{
if( g_pd3dDevice != NULL) g_pd3dDevice->Release();
if( g_pD3D != NULL) g_pD3D->Release();
}

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