Thanks for reading and helping

Main.h
Code:
/*----------------------------------Include Files-------------------------------------------//
//------------------------------------------------------------------------------------------*/
#include <windows.h>
#include <windowsx.h>
#include <d3d9.h>
#include <d3dx9.h>

/*----------------define the screen resolution and keyboard macros--------------------------//
//------------------------------------------------------------------------------------------*/
#define SCREEN_WIDTH 1028
#define SCREEN_HEIGHT 720
#define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
#define KEY_UP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1)
#pragma comment (lib, "d3d9.lib")
#pragma comment (lib, "d3dx9.lib")
// global declarations
LPDIRECT3D9 d3d;    // the pointer to our Direct3D interface
LPDIRECT3DDEVICE9 d3ddev;    // the pointer to the device class
LPDIRECT3DVERTEXBUFFER9 t_buffer = NULL;    // the pointer to the vertex buffer
LPDIRECT3DTEXTURE9 texture_1;    // our first texture
LPD3DXFONT dxfont;    // the pointer to the font object
struct CUSTOMVERTEX {FLOAT X, Y, Z;
DWORD COLOR;
FLOAT U, V;};
#define CUSTOMFVF (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1)

// function prototypes
void initD3D(HWND hWnd);    // sets up and initializes Direct3D
void render_frame(void);    // renders a single frame
void cleanD3D(void);    // closes Direct3D and releases memory
void init_graphics(void);    // 3D declarations
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam); // the WindowProc function prototype


Main.cpp

Code:
#include "main.h"

/*------------------------------------------ Main function ------------------------------------------------//
                        // the entry point for any Windows program
//---------------------------------------------------------------------------------------------------------*/
int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR lpCmdLine,int nCmdShow){
	HWND hWnd;
    WNDCLASSEX wc;
    ZeroMemory(&wc, sizeof(WNDCLASSEX));
    //Filling in the windows class structure
	wc.cbSize = sizeof(WNDCLASSEX);
    wc.style = CS_HREDRAW | CS_VREDRAW;
    wc.lpfnWndProc = WindowProc;
    wc.hInstance = hInstance;
    wc.hCursor = LoadCursor(NULL, IDC_ARROW);
    wc.lpszClassName = "WindowClass";

    RegisterClassEx(&wc);

    hWnd = CreateWindowEx(NULL,"WindowClass","Textured Geometry - Dx9",
                          WS_OVERLAPPEDWINDOW,0, 0,
                          SCREEN_WIDTH, SCREEN_HEIGHT,
                          NULL,NULL,hInstance,NULL);

    ShowWindow(hWnd, nCmdShow);

    initD3D(hWnd); // set up and initialize Direct3D

    MSG msg;

    while(TRUE){
        while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)){
            TranslateMessage(&msg);
            DispatchMessage(&msg);
        }

		if(msg.message == WM_QUIT){
            break;
		}

        render_frame();

		if(KEY_DOWN(VK_ESCAPE)){
            PostMessage(hWnd, WM_DESTROY, 0, 0);
		}
    }

    cleanD3D();// clean up DirectX and COM

    return msg.wParam;
}


/*----------------------------------------Windows Procedure  ----------------------------------------------//
                        this is the main message handler for the program
//---------------------------------------------------------------------------------------------------------*/
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam){
    switch(message){
        case WM_DESTROY:
            {
                PostQuitMessage(0);
                return 0;
            } break;
    }
      return DefWindowProc (hWnd, message, wParam, lParam);
}


/*----------------------------------------initD3D function ------------------------------------------------//
                       this function initializes and prepares Direct3D for use
//---------------------------------------------------------------------------------------------------------*/
void initD3D(HWND hWnd){

    d3d = Direct3DCreate9(D3D_SDK_VERSION);

    D3DPRESENT_PARAMETERS d3dpp;

    ZeroMemory(&d3dpp, sizeof(d3dpp));
    d3dpp.Windowed = true;
    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
    d3dpp.hDeviceWindow = hWnd;
    d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
    d3dpp.BackBufferWidth = SCREEN_WIDTH;
    d3dpp.BackBufferHeight = SCREEN_HEIGHT;

    // create a device class using this information and the info from the d3dpp stuct
    d3d->CreateDevice(D3DADAPTER_DEFAULT,
                      D3DDEVTYPE_HAL,
                      hWnd,
                      D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                      &d3dpp,
                      &d3ddev);

LPD3DXFONT font_1;    // create a font object

D3DXCreateFont(d3ddev,    // the Direct3D Device
               20, 0,    // font size twenty with the default width
               FW_NORMAL,    // normal font weight
               1,    // no mipmap levels
               FALSE,    // not italic
               DEFAULT_CHARSET,    // default character set
               OUT_DEFAULT_PRECIS,    // default precision
               PROOF_QUALITY,    // default quality
               DEFAULT_PITCH || FF_DONTCARE,    // more defaults...
               "Arial",    // typeface "Arial"
               &dxfont);    // address of the font object created above

	d3ddev->SetRenderState(D3DRS_LIGHTING, FALSE);    // turn off the 3D lighting
d3ddev->SetRenderState(D3DRS_ZENABLE, TRUE);    // turn on the z-buffer

    init_graphics();    // call the function to initialize the triangle





return;
}


/*----------------------------------------Render Frame function -------------------------------------------//
                      
//---------------------------------------------------------------------------------------------------------*/
void render_frame(void){

	d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 50, 0), 1.0f, 0);
    d3ddev->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);

    d3ddev->BeginScene(); // all things to be rendered go here.

    static RECT textbox; SetRect(&textbox, 10, 10, SCREEN_WIDTH, SCREEN_HEIGHT); 

    dxfont->DrawTextA(NULL,
                      "Rendering textured geometry.",
                      27,
                      &textbox,
                      DT_LEFT,
                      D3DCOLOR_ARGB(255, 255, 255, 255));


    // select which vertex format we are using
    d3ddev->SetFVF(CUSTOMFVF);

    // set the view transform
    D3DXMATRIX matView;   // the view transform matrix

    D3DXMatrixLookAtLH(&matView,
                       &D3DXVECTOR3 (0.0f, 8.0f, 25.0f),    // the camera position
                       &D3DXVECTOR3 (0.0f, 0.0f, 0.0f),      // the look-at position
                       &D3DXVECTOR3 (0.0f, 1.0f, 0.0f));    // the up direction

    d3ddev->SetTransform(D3DTS_VIEW, &matView);    // set the view transform to matView

    // set the projection transform
    D3DXMATRIX matProjection;    // the projection transform matrix
    D3DXMatrixPerspectiveFovLH(&matProjection,
                               D3DXToRadian(45),    // the horizontal field of view
                               (FLOAT)SCREEN_WIDTH / (FLOAT)SCREEN_HEIGHT, // aspect ratio
                               1.0f,   // the near view-plane
                               100.0f);    // the far view-plane

    d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection); // set the projection

    // select the vertex buffer to display
    d3ddev->SetStreamSource(0, t_buffer, 0, sizeof(CUSTOMVERTEX));

    // set the texture
    d3ddev->SetTexture(0, texture_1);

    // draw the textured square
    d3ddev->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);

    d3ddev->EndScene(); 

    d3ddev->Present(NULL, NULL, NULL, NULL);


    return;
}



/*----------------------------------------cleanD3D function ------------------------------------------------//
                       this is the function that cleans up direct3d and COM
//---------------------------------------------------------------------------------------------------------*/
void cleanD3D(void){
     t_buffer->Release();    // close and release the vertex buffer
	 texture_1->Release();    // close and release the texture
    d3ddev->Release();    // close and release the 3D device
    d3d->Release();    // close and release Direct3D
	return;
}


/*----------------------------------------init_Graphics function ------------------------------------------//
                       this is the function that puts the 3d models into video RAM
//---------------------------------------------------------------------------------------------------------*/
void init_graphics(void){

   D3DXCreateTextureFromFile(d3ddev,   //Direct3D Device
                             "texture8.jpg",       //File Name
                             &texture_1);    //Texture handle

   // create the vertices using the CUSTOMVERTEX struct
    CUSTOMVERTEX t_vert[] =
    {
         {10, 0, -10, 0xffffffff, 1, 0,},//top right
        {-10, 0, -10, 0xffffffff, 0, 0,},//top left
        {10, 0, 10, 0xffffffff, 1, 1,},//bottom right
        {-10, 0, 10, 0xffffffff, 0, 1,},//bottom left
	};


    // create a vertex buffer interface called t_buffer
    d3ddev->CreateVertexBuffer(4*sizeof(CUSTOMVERTEX),
                               0,
                               CUSTOMFVF,
                               D3DPOOL_MANAGED,
                               &t_buffer,
                               NULL);

    VOID* pVoid;    // a void pointer

    // lock t_buffer and load the vertices into it
    t_buffer->Lock(0, 0, (void**)&pVoid, 0);
    memcpy(pVoid, t_vert, sizeof(t_vert));
    t_buffer->Unlock();

	return;
}