D3DXVECTOR3 vecDir;
    D3DLIGHT9 light;
    
    ZeroMemory(&light,sizeof(D3DLIGHT9));
    light.Type=D3DLIGHT_DIRECTIONAL;
    light.Diffuse.r=1.0f;
    light.Diffuse.g=1.0f;
    light.Diffuse.b=1.0f;
    vecDir=D3DXVECTOR3(0.0f,-1.0,0.0f);
    D3DXVec3Normalize((D3DXVECTOR3*)&light.Direction,&vecDir);
    light.Range=1000.0f;
    g_pd3dDev->SetLight(0,&light);
    g_pd3dDev->LightEnable(0,TRUE);
    g_pd3dDev->SetRenderState(D3DRS_LIGHTING,TRUE);
    g_pd3dDev->SetRenderState(D3DRS_AMBIENT,0x40404040);

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