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;
}
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;
}
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;
}
示例4: RenderBuffers
void SkyBox::Render(ID3D11DeviceContext* deviceContext)
{
// Render sky box.
RenderBuffers(deviceContext);
return;
}
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;
}
示例6: RenderBuffers
void SkyDomeClass::Render(ID3D11DeviceContext* deviceContext)
{
// Render the sky dome.
RenderBuffers(deviceContext);
return;
}
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;
}
示例8: RenderBuffers
void ModelClass::Render(ID3D11DeviceContext * deviceContext)
{
// 정점 버퍼와 인덱스 버퍼를 그래픽스 파이프라인에 넣어 화면에 그릴 준비를 합니다.
RenderBuffers(deviceContext);
return;
}
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;
}
示例10: RenderBuffers
void SkyPlane::Render(ID3D11DeviceContext* deviceContext)
{
// Render the sky plane.
RenderBuffers(deviceContext);
return;
}
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;
}
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;
}
示例13: RenderBuffers
void ModelAbstractClass::Render(ID3D11DeviceContext* deviceContext)
{
// Render the sky dome.
RenderBuffers(deviceContext);
return;
}
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;
}
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;
}