   Using D3D_DEBUG_INFO with Dev-C++
  So, I'm pretty new to Direct3D, and I've been trying to get into it using various tutorials. I've run across a problem that I can't seem to find a solution for with a Google search. I'm not too happy with VC++, so I've been using Dev-C++ to compile my code. Since it doesn't do debug output for Direct3D like VC++ does, so I've had to use DebugView to see the output. However, when I run a sample program, the output always states:[5400] D3D9 Helper: Enhanced D3DDebugging disabled; Application was not  compiled with D3D_DEBUG_INFOThe code for the program is as follows:#define D3D_DEBUG_INFO// include the basic windows header files and the Direct3D header file#include <windows.h>#include <windowsx.h>#include <d3d9.h>#include <time.h>#include <iostream>// global declarationsLPDIRECT3D9 d3d;    // the pointer to our Direct3D interfaceLPDIRECT3DDEVICE9 d3ddev;    // the pointer to the device classtime_t seconds; // time object// function prototypesvoid initD3D(HWND hWnd);    // sets up and initializes Direct3Dvoid render_frame(void);    // renders a single framevoid cleanD3D(void);    // closes Direct3D and releases memory// the WindowProc function prototypeLRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);// the entry point for any Windows programint WINAPI WinMain(HINSTANCE hInstance,    HINSTANCE hPrevInstance,    LPSTR lpCmdLine,    int nCmdShow){    HWND hWnd;    WNDCLASSEX wc;    ZeroMemory(&wc, sizeof(WNDCLASSEX));    wc.cbSize = sizeof(WNDCLASSEX);    wc.style = CS_HREDRAW | CS_VREDRAW;    wc.lpfnWndProc = WindowProc;    wc.hInstance = hInstance;    wc.hCursor = LoadCursor(NULL, IDC_ARROW);    wc.hbrBackground = (HBRUSH)COLOR_WINDOW;    wc.lpszClassName = "WindowClass";    RegisterClassEx(&wc);    hWnd = CreateWindowEx(NULL, "WindowClass", "Our First Direct3D Program", WS_OVERLAPPEDWINDOW, 300, 300, 800, 600, NULL, NULL, hInstance, NULL);    ShowWindow(hWnd, nCmdShow);    // set up and initialize Direct3D    initD3D(hWnd);    // enter the main loop:    MSG msg;    while(TRUE)    {   while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))   {  TranslateMessage(&msg);  DispatchMessage(&msg);   }   if(msg.message == WM_QUIT)  break;render_frame();    }    // clean up DirectX and COM    cleanD3D();    return msg.wParam;}// this is the main message handler for the programLRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam){    switch(message)    {   case WM_DESTROY:  { PostQuitMessage(0); return 0;  } break;    }    return DefWindowProc (hWnd, message, wParam, lParam);}// this function initializes and prepares Direct3D for usevoid initD3D(HWND hWnd){d3d = Direct3DCreate9(D3D_SDK_VERSION);    // create the Direct3D interface  D3DPRESENT_PARAMETERS d3dpp;    // create a struct to hold various device informationZeroMemory(&d3dpp, sizeof(d3dpp));    // clear out the struct for used3dpp.Windowed = true;    // program windowed, not fullscreend3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;    // discard old framesd3dpp.hDeviceWindow = hWnd;    // set the window to be used by Direct3Dgetchar();// create a device class using this information and the info from the d3dpp stuctd3d->CreateDevice(D3DADAPTER_DEFAULT,   D3DDEVTYPE_HAL,   hWnd,   D3DCREATE_SOFTWARE_VERTEXPROCESSING,   &d3dpp,   &d3ddev);}// this is the function used to render a single framevoid render_frame(void){    // clear the window to a deep blue    d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, (interval*255)/5 ), 1.0f, 0);    d3ddev->BeginScene();    // begins the 3D scene    // do 3D rendering on the back buffer here    d3ddev->EndScene();    // ends the 3D scene    d3ddev->Present(NULL, NULL, NULL, NULL);   // displays the created frame on the screen}// this is the function that cleans up Direct3D and COMvoid cleanD3D(void){    d3ddev->Release();    // close and release the 3D device    d3d->Release();    // close and release Direct3D} I'm using the March 2009 version of DirectX.I can't seem to figure out why it doesn't recognize the D3D_DEBUG_INFO. Any help would be appreciated.   
  Solution: don't use Dev-C++ [grin].Although, really, that's not bad advice. I've used Dev-C++ before; and it is truly horrible. Trying to use it with DirectX is going to be doubly painful.What problems did you have with VC++? Make sure you get the latest version (Visual C++ 2008). It really is a better IDE, and it's the industry standard. Plus it's officially supported for use with the DirectX SDK.   