Wazup guys,

In the following code I can't fingure out why the lights do not work correctly and so I require your help --->

#include <windows.h>
#include <d3d9.h>
#include <d3dx9.h>
#pragma comment (lib, "d3d9.lib")
#pragma comment (lib, "d3dx9.lib")
#define ScreenW 640
#define ScreenH 480
#define CustomFVF (D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_NORMAL)

const char *ClsName = "BasicApp";
const char *WndName = "DirectX";

LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
VOID InitD3D();
VOID InitGraphics();
VOID InitLights();
VOID Display();
VOID CleanProgram();

struct CustomV
{

 FLOAT x, y, z;
 FLOAT u, v;
 D3DVECTOR vnormal;

};

HINSTANCE hInstance;
HWND hWnd;
DWORD StartingCount;
D3DPRESENT_PARAMETERS D3DPP;
D3DLIGHT9 Light;
D3DMATERIAL9 LightM;
LPDIRECT3D9 D3D;
LPDIRECT3DDEVICE9 D3DDev;
LPDIRECT3DVERTEXBUFFER9 PrimitiveB;
LPDIRECT3DTEXTURE9 TexA;
D3DXMATRIX ViewM, ProjectionM;
VOID* VertMemLoc;
CustomV Primitive[] =
{

 {-3.0f, 3.0f, 1.0f, 0, 0, 0.0f, 1.0f, 0.0f, },
 {3.0f, 3.0f, 1.0f, 1, 0, 0.0f, 1.0f, 0.0f, },
 {-3.0f, -3.0f, 1.0f, 0, 1, 0.0f, 1.0f, 0.0f, },
 {3.0f, -3.0f, 1.0f, 1, 1, 0.0f, 1.0f, 0.0f, },

};

int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{

 MSG Msg;
 WNDCLASSEX WndClsEx;

 // Create the application window
 WndClsEx.cbSize = sizeof(WNDCLASSEX);
 WndClsEx.style = CS_HREDRAW | CS_VREDRAW;
 WndClsEx.lpfnWndProc = WndProc;
 WndClsEx.cbClsExtra = 0;
 WndClsEx.cbWndExtra = 0;
 WndClsEx.hIcon = LoadIcon(NULL, IDI_APPLICATION);
 WndClsEx.hCursor = LoadCursor(NULL, IDC_ARROW);
 WndClsEx.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH);
 WndClsEx.lpszMenuName = NULL;
 WndClsEx.lpszClassName = ClsName;
 WndClsEx.hInstance = hInstance;
 WndClsEx.hIconSm = LoadIcon(NULL, IDI_APPLICATION);

 // Register the application
 RegisterClassEx(&WndClsEx);

 // Create the window object
 hWnd = CreateWindowEx(WS_EX_TOPMOST,
 ClsName,
 WndName,
 WS_POPUP,
 0,
 0,
 ScreenW,
 ScreenH,
 NULL,
 NULL,
 hInstance,
 NULL); 

 // Find out if the window was created
 if( !hWnd ) // If the window was not created,
 return 0; // stop the application 

 // Display the window to the user
 ShowWindow(hWnd, SW_SHOWNORMAL);
 UpdateWindow(hWnd); 
 InitD3D();

 // Decode and treat the messages
 // as long as the application is running
 while(true)
 {

  StartingCount = GetTickCount();

  if (PeekMessage(&Msg, NULL, 0, 0, PM_REMOVE))
  {

   if (Msg.message == WM_QUIT) break;

   TranslateMessage(&Msg);
   DispatchMessage(&Msg);

  }

  Display();

  while((GetTickCount() - StartingCount) < 25);

 }

 CleanProgram();

 return Msg.wParam;

}

LRESULT CALLBACK WndProc(HWND hWnd, UINT Msg, WPARAM wParam, LPARAM lParam)
{

 switch (Msg) 
 {

  case WM_DESTROY :
  
   PostQuitMessage(WM_QUIT);
  
  break;

  case WM_CLOSE :

   DestroyWindow(hWnd);
 
  break;

  case WM_KEYUP :

   switch(wParam)
   {

    case VK_ESCAPE :

     DestroyWindow(hWnd);
 
    break;

   }  

  break;

 }

 return DefWindowProc(hWnd, Msg, wParam, lParam);

}

VOID InitD3D()
{

 D3D = Direct3DCreate9(D3D_SDK_VERSION);

 ZeroMemory(&D3DPP, sizeof(D3DPP));

 D3DPP.SwapEffect = D3DSWAPEFFECT_DISCARD;
 D3DPP.hDeviceWindow = hWnd;
 D3DPP.Windowed = false;
 D3DPP.BackBufferWidth = ScreenW;
 D3DPP.BackBufferHeight = ScreenH;
 D3DPP.BackBufferFormat = D3DFMT_X8R8G8B8;
 D3DPP.EnableAutoDepthStencil = true;
 D3DPP.AutoDepthStencilFormat = D3DFMT_D16;

 D3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &D3DPP, &D3DDev);

 InitGraphics();
 InitLights();

}

VOID InitGraphics()
{

 D3DDev->CreateVertexBuffer(4 * sizeof(CustomV), NULL, CustomFVF, D3DPOOL_MANAGED, &PrimitiveB, NULL);
 PrimitiveB->Lock(NULL, NULL, &VertMemLoc, NULL);

 memcpy(VertMemLoc, Primitive, sizeof(Primitive));

 PrimitiveB->Unlock();
 D3DDev->SetRenderState(D3DRS_LIGHTING, true);
 D3DDev->SetRenderState(D3DRS_ZENABLE, true); 
 D3DDev->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_XRGB(50, 50, 50));

 D3DXCreateTextureFromFile(D3DDev, "C:\\Tile.bmp", &TexA);

}

VOID InitLights()
{

 D3DVECTOR LightDir = {0.0f, 0.0f, 0.0f};

 ZeroMemory(&Light, sizeof(Light));
 ZeroMemory(&LightM, sizeof(LightM));

 Light.Type = D3DLIGHT_DIRECTIONAL;
 Light.Diffuse.r = 0.5f;
 Light.Diffuse.g = 0.5f;
 Light.Diffuse.b = 0.5f;
 Light.Diffuse.a = 1.0f;
 Light.Direction = LightDir;
 LightM.Diffuse.r = LightM.Ambient.r = 1.0f;
 LightM.Diffuse.g = LightM.Ambient.g = 1.0f;
 LightM.Diffuse.b = LightM.Ambient.b = 1.0f;
 LightM.Diffuse.a = LightM.Ambient.a = 1.0f;

 D3DDev->SetLight(0, &Light);
 D3DDev->SetMaterial(&LightM);
 D3DDev->LightEnable(0, true);

}

VOID Display()
{

 D3DXMatrixLookAtLH(&ViewM, &D3DXVECTOR3(0.0f, 0.0f, -20.0f), &D3DXVECTOR3(0.0f, 0.0f, 0.0f), &D3DXVECTOR3(0.0f, 1.0f, 0.0f));
 D3DXMatrixPerspectiveFovLH(&ProjectionM, D3DXToRadian(45), (FLOAT)ScreenW / (FLOAT)ScreenH, 1.0f, 100.0f);

 D3DDev->Clear(NULL, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, NULL);
 D3DDev->BeginScene();
 D3DDev->SetFVF(CustomFVF);
 D3DDev->SetStreamSource(NULL, PrimitiveB, NULL, sizeof(CustomV));
 D3DDev->SetTransform(D3DTS_VIEW, &ViewM);
 D3DDev->SetTransform(D3DTS_PROJECTION, &ProjectionM);
 D3DDev->SetTexture(NULL, TexA);
 D3DDev->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
 D3DDev->EndScene();
 D3DDev->Present(NULL, NULL, NULL, NULL);

}

VOID CleanProgram()
{

 D3D->Release();
 D3DDev->Release();
 PrimitiveB->Release();
 TexA->Release();

}

The vertex normals are probably badly set but that is not the main problem as far as I know.

Thanks.

You need to set some material on you geometry(triiangles). When you use fixed function pipeline you must set material.
Create D3DMATERIAL and call setmaterial
before you render the geometry