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C++ RenderBuffers函数代码示例

本文整理汇总了C++中RenderBuffers函数的典型用法代码示例。如果您正苦于以下问题:C++ RenderBuffers函数的具体用法?C++ RenderBuffers怎么用?C++ RenderBuffers使用的例子?那么, 这里精选的函数代码示例或许可以为您提供帮助。


在下文中一共展示了RenderBuffers函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: RenderBuffers

void Model::RenderToGraphics(ID3D10Device* device)
{
	
	RenderBuffers(device);

	return;
}
开发者ID:jrsme13,项目名称:Assignment2,代码行数:7,代码来源:Model.cpp

示例2: RenderBuffers

// |----------------------------------------------------------------------------|
// |						        Render										|
// |----------------------------------------------------------------------------|
void ParticleSystemClass::Render(ID3D11DeviceContext* deviceContext)
{
	// Put the vertex and index buffers on the graphics pipeline to prepare them for drawing.
	RenderBuffers(deviceContext);

	return;
}
开发者ID:Jiyambi,项目名称:DirectX-Coursework,代码行数:10,代码来源:ParticleSystemClass.cpp

示例3: RenderBuffers

void ModelClass::Render(ID3D11DeviceContext* deviceContext)
{
	// 把顶点和索引缓冲放入图形管线,准备渲染. 
	RenderBuffers(deviceContext);

	return;
}
开发者ID:labud,项目名称:DirectX11,代码行数:7,代码来源:ModelClass.cpp

示例4: RenderBuffers

void SkyBox::Render(ID3D11DeviceContext* deviceContext)
{
	// Render sky box.
	RenderBuffers(deviceContext);

	return;
}
开发者ID:makehimanoffer,项目名称:3rdYearProjectStorage,代码行数:7,代码来源:SkyBox.cpp

示例5: RenderBuffers

void FoliageClass::Render(ID3D11DeviceContext* deviceContext)
{
    // Put the vertex and instance buffers on the graphics pipeline to prepare them for drawing.
    RenderBuffers(deviceContext);

    return;
}
开发者ID:jiangguang5201314,项目名称:ZNginx,代码行数:7,代码来源:foliageclass.cpp

示例6: RenderBuffers

void SkyDomeClass::Render(ID3D11DeviceContext* deviceContext)
{
	// Render the sky dome.
	RenderBuffers(deviceContext);

	return;
}
开发者ID:TomAtterton,项目名称:TAEngine,代码行数:7,代码来源:skydomeclass.cpp

示例7: RenderBuffers

void OrthoWindow::Render(ID3D11DeviceContext* deviceContext)
{
	// Put the vertex and index buffers on the graphicsmanager pipeline to prepare them for drawing.
	RenderBuffers(deviceContext);

	return;
}
开发者ID:e1cee,项目名称:DirectX_Project,代码行数:7,代码来源:orthowindow.cpp

示例8: RenderBuffers

void ModelClass::Render(ID3D11DeviceContext * deviceContext)
{
	// 정점 버퍼와 인덱스 버퍼를 그래픽스 파이프라인에 넣어 화면에 그릴 준비를 합니다.
	RenderBuffers(deviceContext);

	return;
}
开发者ID:Kaigon0919,项目名称:DirectX11_Study,代码行数:7,代码来源:Modelclass_2.cpp

示例9: XMMatrixRotationRollPitchYaw

// Run //
void Model::Render(ID3D11DeviceContext* deviceContext)
{
	// Rotate the model
	float yaw, pitch, roll;

	m_rotation.y += (float)XM_PI * 0.0005f;
	m_rotation.x += (float)XM_PI * 0.0005f;

	m_position.x += 1.0f;

	if (m_position.x > 50)
		m_position.x -= 50;

	if (m_rotation.x > 360.0f)
		m_rotation.x -= 360.0f;
	if (m_rotation.y > 360.0f)
		m_rotation.y-= 360.0f;
	if (m_rotation.z > 360.0f)
		m_rotation.z -= 360.0f;

	pitch = m_rotation.x * 0.0174532925f;
	yaw = m_rotation.y * 0.0174532925f;
	roll = m_rotation.z * 0.0174532925f;

	pitch = 0.0f;
	yaw = 0.0f;
	roll = 0.0f;

	XMMATRIX rotationMatrix = XMMatrixRotationRollPitchYaw(pitch, yaw, roll);
	XMStoreFloat4x4(&m_rotationMatrix, rotationMatrix);

	RenderBuffers(deviceContext);

	return;
}
开发者ID:dblalock08,项目名称:cavalcade,代码行数:36,代码来源:Model.cpp

示例10: RenderBuffers

void SkyPlane::Render(ID3D11DeviceContext* deviceContext)
{
	// Render the sky plane.
	RenderBuffers(deviceContext);

	return;
}
开发者ID:ericdefelice,项目名称:Dungeon_Crawler,代码行数:7,代码来源:skyplane.cpp

示例11: RenderBuffers

void ModelClass::Render(OpenGLClass* OpenGL)
{
	// Put the vertex and index buffers on the graphics pipeline to prepare them for drawing.
	RenderBuffers(OpenGL);

	return;
}
开发者ID:netwarm007,项目名称:mingw-w64-study,代码行数:7,代码来源:modelclass.cpp

示例12: RenderBuffers

void ModelClass::Render(ID3D10Device* device)
{
	// Put the vertex and index buffers on the graphics pipeline to prepare them for drawing.
	RenderBuffers(device);

	return;
}
开发者ID:JonathanSimonJones,项目名称:Year3Sem2,代码行数:7,代码来源:modelclass.cpp

示例13: RenderBuffers

void ModelAbstractClass::Render(ID3D11DeviceContext* deviceContext)
{
	// Render the sky dome.
	RenderBuffers(deviceContext);

	return;
}
开发者ID:chrispdevelopment,项目名称:Open-World,代码行数:7,代码来源:modelabstractclass.cpp

示例14: RenderBuffers

void ModelHandle::Render(ID3D11DeviceContext* deviceContext)
{
	// Put the vertex and index buffers on the graphics pipeline to prepare them for drawing.
	RenderBuffers(deviceContext);

	return;
}
开发者ID:Bigtalljosh,项目名称:ADV3D,代码行数:7,代码来源:ModelHandle.cpp

示例15: RenderBuffers

void ModelClass::Render(ID3D11DeviceContext* deviceContext, D3DXMATRIX& worldMatrix)
{
	// Put the vertex and index buffers on the graphics pipeline to prepare them for drawing.
	RenderBuffers(deviceContext);

	return;
}
开发者ID:liggxibbler,项目名称:ProgrammingGamesCoursework,代码行数:7,代码来源:modelclass.cpp


注:本文中的RenderBuffers函数示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。