I really need help for your implementation of D3DM.
HRESULT IDirect3DMobileDevice::GetFrontBuffer( Â IDirect3DMobileSurface* pFrontBuffer );
But MS one is like:
HRESULT IDirect3DMobileDevice::GetFrontBuffer( Â IDirect3DMobileSurface** pFrontBuffer );
How I can handle this difference?
And one more question.
I need to implement glReadPixels for one pixel. How can I achive it with your realization of D3DM? If I try to get and lock backbuffer, i get it with compressed data. And (as I realized from your header) it decompress automatically after Unlocking. But the memory pointed by pBits is already unaccessible for that moment.