void CHoge::Render(HWND hWnd)
{
RECT rct;
GetWindowRect(hWnd,&rct);

LPDIRECT3DSURFACE9 pBackBuffer = NULL;
D3DDev.GetSwapChain1()->GetBackBuffer( 0, D3DBACKBUFFER_TYPE_MONO, &pBackBuffer );
D3DDev.GetD3DDev()->SetRenderTarget( 0, pBackBuffer );

// Clear the target buffer to green...
D3DDev.GetD3DDev()->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
D3DCOLOR_COLORVALUE( 0.0f, 1.0f, 0.0f, 1.0f ), 1.0f, 0 );

D3DDev.GetD3DDev()->BeginScene();

D3DXMATRIX matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4,
float((rct.right-rct.left)/(rct.bottom-rct.top)), 1.0f, 100.0f );
D3DDev.GetD3DDev()->SetTransform( D3DTS_PROJECTION, &matProj );

D3DDev.GetD3DDev()->SetTexture(0,m_pTex);
D3DDev.GetD3DDev()->SetStreamSource(0,m_pVB,0,sizeof(TLVERTEX));
D3DDev.GetD3DDev()->SetFVF( D3DFVF_TLVERTEX );
D3DDev.GetD3DDev()->DrawPrimitive(D3DPT_TRIANGLEFAN,0,2);

D3DDev.GetD3DDev()->EndScene();

// Present swap chain1
D3DDev.GetSwapChain1()->Present( NULL, NULL, hWnd, NULL, 0 );

pBackBuffer->Release();
}