   My window is twinkling,twinkling,twinkling...why???
  code are as follows://-----------------------------------------------------------------------------// Name: WinMain()// Desc: The application''s entry point//-----------------------------------------------------------------------------INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT ){    // Register the window class    WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,  GetModuleHandle(NULL), NULL, NULL, NULL, NULL,  "D3D Tutorial", NULL };    RegisterClassEx( &wc );    // ÒªÈ«ÆÁ±ØÐëÒªWS_POPUP    //HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial 02: Vertices",//WS_POPUP, 0, 0, GetSystemMetrics(SM_CXSCREEN), GetSystemMetrics(SM_CYSCREEN),//GetDesktopWindow(), NULL, wc.hInstance, NULL );HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial 02: Vertices",WS_OVERLAPPEDWINDOW, 0, 0, 300, 300,GetDesktopWindow(), NULL, wc.hInstance, NULL );    // Initialize Direct3D    if( SUCCEEDED( InitD3D( hWnd ) ) )    {   // Create the vertex buffer   //if( SUCCEEDED( InitVB() ) )   {//´´½¨ÌûÍ¼  //if( SUCCEEDED( InitGeometry() ) ){// Show the windowShowWindow( hWnd, SW_SHOWDEFAULT );UpdateWindow( hWnd );// Enter the message loopMSG msg;ZeroMemory( &msg, sizeof(msg) );while( msg.message!=WM_QUIT ){if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) ){TranslateMessage( &msg );DispatchMessage( &msg );}elseRender();}}   }    }    UnregisterClass( "D3D Tutorial", wc.hInstance );    return 0;}//-----------------------------------------------------------------------------// Name: Render()// Desc: Draws the scene//-----------------------------------------------------------------------------VOID Render(){    // Clear the backbuffer and the zbuffer    g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );    // Begin the scene    if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )    {//ÉèÖÃÎÆÀí   //g_pd3dDevice->SetTexture(0, g_pTexture);//g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );   // Render the vertex buffer contents   //g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );   //g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );   //g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );   // End the scene   g_pd3dDevice->EndScene();    }    // Present the backbuffer contents to the display    g_pd3dDevice->Present( NULL, NULL, NULL, NULL );}HRESULT InitD3D( HWND hWnd ){    // Create the D3D object.    if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )   return E_FAIL;    // Set up the structure used to create the D3DDevice    D3DPRESENT_PARAMETERS d3dpp;    ZeroMemory( &d3dpp, sizeof(d3dpp) );    d3dpp.Windowed = TRUE;    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;    d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;    // Create the D3DDevice    if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,   D3DCREATE_SOFTWARE_VERTEXPROCESSING,   &d3dpp, &g_pd3dDevice ) ) )    {   return E_FAIL;    }    // Device state would normally be set here    return S_OK;} 
  Well, I would attempt to help you. First, I need to see the vertex structure (ex. "struct/class MyVertex"). Also, have you tried taking "D3DCLEAR_ZBUFFER" out of the function call to "g_pd3dDevice->Clear(...)"? Try that, because it may work. I have had this problem before, and there can be a couple things, as far as I know. If taking that parameter out doesn't work, then let me know and I will try to help you out.Matt U.   [edited by - SimDemon on February 7, 2004 10:05:38 AM];  What are your near and far clipping distance values?Chris ;  how do you modify the clipping distance near and far values?Just curious;  These values are set in D3DXMatrixPerspectiveFovLH.  You have a near view plane and a far view plane.  Also, what is your Z buffer depth type?Chris 