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Try taking a look at KD trees; I use them in my engine for (amongst other things) preparing scenes for raytracing, and they are quite good at nearest neighbour searches for fairly large data sets (especially in conjunction with other structures like octrees if your dataset is massive). 'TinyRT' is a decent header libary which could get you started.


Answer: IDirect3DDevice9::SetTexture


You can use CheckDeviceFormat to determine if a given D3DFORMAT is suitable for the device's backbuffer; it's unlikely that particular format will be. Instead, try creating the device with any old acceptable backbuffer format (D3DFMT_X8R8G8B8 for example); it doesn't matter since you won't be rendering to it. Then create a new texture with the desired ...


The short answer is that DirectX CreateDevice will simply fail without a HWND. However, a HWND can easily be created with this: HWND dummyHWND = CreateWindowA("STATIC", "dummy", NULL, 0, 0, 100, 100, NULL, NULL, NULL, NULL);

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