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					eigentlivh gibt es nur zwei möglichkeiten , wo der "fehler" sein kann. erstens die initialisierung von directX :
bool D3DApp::InitDirect3D()
{
	//Get interface to Direct3D
	m_pDirect3D = Direct3DCreate9(D3D_SDK_VERSION);
	if(!m_pDirect3D)
	{
		MessageBox(NULL, "Failed to create direct3D com object", NULL, NULL);
		return false;
	}
	//Check device capabilities
	D3DCAPS9		m_d3dDevCaps;
	m_pDirect3D->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &m_d3dDevCaps);
	int vp;
	if(m_d3dDevCaps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT)
	{
		vp = D3DCREATE_HARDWARE_VERTEXPROCESSING;
	}
	else
	{
	vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
	}
	//Fill out the present paramters
	ZeroMemory(&m_d3dpp, sizeof(D3DPRESENT_PARAMETERS));
	m_d3dpp.BackBufferWidth = m_uiClientWidth;
	m_d3dpp.BackBufferHeight = m_uiClientHeight;
	m_d3dpp.Windowed = false;
	m_d3dpp.BackBufferCount = 1;
	m_d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8;
	m_d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
	m_d3dpp.MultiSampleQuality = 0;
	m_d3dpp.hDeviceWindow = m_hAppWindow;
	m_d3dpp.Flags = 0;
	m_d3dpp.EnableAutoDepthStencil = true;
	m_d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
	m_d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
	m_d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
	m_d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
	//Create the device
	m_pDirect3D->CreateDevice(D3DADAPTER_DEFAULT, 
						D3DDEVTYPE_HAL, m_hAppWindow, vp, &m_d3dpp, &m_pDevice3D);
	if(!m_pDevice3D)
	{
		MessageBox(NULL, "Failed device creation", NULL, NULL);
		return false;
	}
	D3DVIEWPORT9 viewport;
	ZeroMemory(&viewport, sizeof(D3DVIEWPORT9));
	viewport.X = 0;
	viewport.Y = 0;
	viewport.Width = m_uiClientWidth;
	viewport.Height = m_uiClientHeight;
	viewport.MinZ = 0;
	viewport.MaxZ =1;
	m_pDevice3D->SetViewport(&viewport);
	return true;
}
oder beim initialisieren der objecte un co. :
void TestApp::RestoreDeviceObjects()
{
	for (int x = 0; x < MAPHEIGHT; x++)
		for (int y = 0; y < MAPWIDHT; y++)
			block[x][y]->Initialize(m_pDevice3D);
	bar1->Initialize(m_pDevice3D);
	bar2->Initialize(m_pDevice3D);
	bar3->Initialize(m_pDevice3D);
	bar4->Initialize(m_pDevice3D);
	bar5->Initialize(m_pDevice3D);
	bar6->Initialize(m_pDevice3D);
	lantern1->Initialize(m_pDevice3D);
	lantern2->Initialize(m_pDevice3D);
	lantern3->Initialize(m_pDevice3D);
	mygrass->Init(D3DXVECTOR3(0.0f, 0.0f, 0.0f), D3DXVECTOR3(0.0f, 0.0f, 0.0f), D3DXVECTOR3(0.0f, 0.0f, 0.0f), m_pDevice3D, NumLights);
	SystemCls->Init(m_pDevice3D);
	D3DXMATRIX view;
	D3DXMATRIX proj;
	//SET VIEW
	D3DXVECTOR3 position = D3DXVECTOR3(0.0f, 12.0f, -10.0f);
	D3DXVECTOR3 target = D3DXVECTOR3(0.0f, 0.0f, 1.0f);
	D3DXVECTOR3 up = D3DXVECTOR3(0.0f, 10.0f, 0.0f);
	D3DXMatrixLookAtLH(&view, &position, &target, &up);
	m_pDevice3D->SetTransform(D3DTS_VIEW, &view);
	////SET PROJECTION
	D3DXMatrixPerspectiveFovLH(&proj, D3DX_PI/4, static_cast<float>(m_uiClientWidth)/m_uiClientHeight, 1.0f, 1000.0f);
	m_pDevice3D->SetTransform(D3DTS_PROJECTION, &proj);
	m_pDevice3D->SetRenderState(D3DRS_LIGHTING, true);
	D3DLIGHT9 lamp;
	lamp.Type		= D3DLIGHT_DIRECTIONAL;
	lamp.Position	= D3DXVECTOR3(0.0f, 6.0f, 0.0f);
	lamp.Direction	= D3DXVECTOR3(1.0f, -1.0f, 0.0f);
	D3DXCOLOR c = d3dColors::NightBlue;
	lamp.Ambient	= c * 0.4f;
	lamp.Diffuse	= c;
	lamp.Specular	= c * 0.6f;
	m_pDevice3D->SetLight(0, &lamp);
	m_pDevice3D->LightEnable(0, true);
	lantern1->SetGlowingState(true, d3dColors::YellowLight, d3dColors::Green, m_pDevice3D);
	lantern2->SetGlowingState(true, d3dColors::YellowLight, d3dColors::Green, m_pDevice3D);
	lantern3->SetGlowingState(true, d3dColors::YellowLight, d3dColors::Green, m_pDevice3D);
}
sry iss ne menge code 
nochmals vielen dank für eure hilfe