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C++ CD3DSettingsDlg::IsActive方法代码示例

本文整理汇总了C++中CD3DSettingsDlg::IsActive方法的典型用法代码示例。如果您正苦于以下问题:C++ CD3DSettingsDlg::IsActive方法的具体用法?C++ CD3DSettingsDlg::IsActive怎么用?C++ CD3DSettingsDlg::IsActive使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在CD3DSettingsDlg的用法示例。


在下文中一共展示了CD3DSettingsDlg::IsActive方法的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: RenderPreFrame

//--------------------------------------------------------------------------------------
// Render the scene using the D3D11 device
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D11FrameRender( ID3D11Device* pd3dDevice, ID3D11DeviceContext* pd3dImmediateContext, double fTime,
                                 float fElapsedTime, void* pUserContext )
{
    XMMATRIX matView = XMLoadFloat4x4A( &g_matView );
    XMMATRIX matProj = XMLoadFloat4x4A( &g_matProjection );
    XMMATRIX matVP = matView * matProj;

    RenderPreFrame( pd3dDevice, pd3dImmediateContext, matView, matProj, fElapsedTime );

    // If the settings dialog is being shown, then render it instead of rendering the app's scene
    if( g_SettingsDlg.IsActive() )
    {
        g_SettingsDlg.OnRender( fElapsedTime );
        return;
    }

    if( g_bDrawTerrain )
    {
        g_pTerrainView->Render( pd3dImmediateContext );
    }
    else
    {
        RenderTestObjects( pd3dImmediateContext, matVP );
    }

    RenderHUD( pd3dImmediateContext, fElapsedTime );

    static DWORD dwTimefirst = GetTickCount();
    if ( GetTickCount() - dwTimefirst > 5000 )
    {    
        OutputDebugString( DXUTGetFrameStats( DXUTIsVsyncEnabled() ) );
        OutputDebugString( L"\n" );
        dwTimefirst = GetTickCount();
    }
}
开发者ID:kingofthebongo2008,项目名称:examples,代码行数:38,代码来源:TiledResources11.cpp

示例2: RenderText

//--------------------------------------------------------------------------------------
// Render the scene using the D3D11 device
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D11FrameRender( ID3D11Device* pd3dDevice, ID3D11DeviceContext* pd3dImmediateContext, double fTime,
                                  FLOAT fElapsedTime, void* pUserContext )
{
  UNREFERENCED_PARAMETER(pUserContext);
  UNREFERENCED_PARAMETER(pd3dDevice);
  UNREFERENCED_PARAMETER(fTime);

  if( g_D3DSettingsDlg.IsActive() )
  {
    g_D3DSettingsDlg.OnRender( fElapsedTime );
    return;
  }
  
  auto pRTV = DXUTGetD3D11RenderTargetView();
  
  // Clear color
  pd3dImmediateContext->ClearRenderTargetView( pRTV, Colors::DimGray );

   // Start the frame
  g_Scene.InitFrame(&g_ViewerCamera, &g_LightCamera);
  
  // Draw Shadows
  g_Scene.RenderShadowCascades( &g_MeshPowerPlant );
  
  // Render the GBuffer
  g_Scene.RenderGBuffer(&g_MeshPowerPlant);
  
  // Process the light linked list
  g_Scene.ProcessLinkedList();
  
  // Composite the scene
  g_Scene.CompositeScene(pRTV);
  
  // Blended elements
  g_Scene.DrawAlpha(&g_TeapotMesh);

  // End the frame
  g_Scene.EndFrame(pRTV);
  
  // Hud
  {
     D3D11_VIEWPORT vp;
     vp.Width    = (FLOAT)DXUTGetDXGIBackBufferSurfaceDesc()->Width;
     vp.Height   = (FLOAT)DXUTGetDXGIBackBufferSurfaceDesc()->Height;
     vp.MinDepth = 0;
     vp.MaxDepth = 1;
     vp.TopLeftX = 0;
     vp.TopLeftY = 0;
  
     pd3dImmediateContext->RSSetViewports( 1, &vp);            
     pd3dImmediateContext->OMSetRenderTargets( 1, &pRTV, nullptr );
  
     DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" );
  
     g_HUD.OnRender( fElapsedTime );
     g_SampleUI.OnRender( fElapsedTime );
     RenderText();
     DXUT_EndPerfEvent();
  }
}
开发者ID:JasSra,项目名称:GPU-Pro-6,代码行数:63,代码来源:AdvancedLighting.cpp

示例3: OnGUIEvent

//--------------------------------------------------------------------------------------
// Handles the GUI events
//--------------------------------------------------------------------------------------
void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext )
{
	switch( nControlID )
	{
	case IDC_TOGGLEFULLSCREEN:
		DXUTToggleFullScreen();
		break;
	case IDC_TOGGLEREF:
		DXUTToggleREF();
		break;
	case IDC_CHANGEDEVICE:
		g_SettingsDlg.SetActive( !g_SettingsDlg.IsActive() );
		break;
	case IDC_DISABLEALBEDO:
		g_DisableAlbedo = ((CDXUTCheckBox*)pControl )->GetChecked();
		break;
	case IDC_PAUSEANIMATION:
		g_PauseAnimation = ((CDXUTCheckBox*)pControl )->GetChecked();
		break;
	case IDC_SHOWNORMALS:
		g_ShowNormals = ((CDXUTCheckBox*)pControl )->GetChecked();
		break;
	case IDC_DISABLESKINING:
		g_DisableSkining = ((CDXUTCheckBox*)pControl )->GetChecked();
		break;
	case IDC_TECHNIQUECOMBO:
		g_TechniqueIndex = ((CDXUTComboBox* )pControl)->GetSelectedIndex();
		break;
		
		
	}
}
开发者ID:SergeyMakeev,项目名称:Quaternions-Revisited,代码行数:35,代码来源:QuaternionsRevisited.cpp

示例4: OnGUIEvent

//--------------------------------------------------------------------------------------
// Handles the GUI events
//--------------------------------------------------------------------------------------
void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, 
                          void* pUserContext )
{
    if( g_bGuiVisible )
    {
        switch( nControlID )
        {
            case IDC_TOGGLEFULLSCREEN:
                DXUTToggleFullScreen(); break;
            case IDC_TOGGLEREF:
                DXUTToggleREF(); break;
            case IDC_CHANGEDEVICE:
                g_D3DSettingsDlg.SetActive( !g_D3DSettingsDlg.IsActive() ); break;
            case IDC_SUNWIDTH_SLIDER:
                WCHAR temp[64];
                int iVal = g_HUD.GetSlider( IDC_SUNWIDTH_SLIDER )->GetValue();

                g_fSunWidth = ( float( iVal ) / 100.0f ) * 3.0f;
                swprintf_s( temp, L"SunWidth = %2.2f", g_fSunWidth );
                g_HUD.GetStatic( IDC_SUNWIDTH_TEXT )->SetText( temp );

                break;
        }
    }
}
开发者ID:KNeal,项目名称:Oculus,代码行数:28,代码来源:ContactHardeningShadows11.cpp

示例5: OnGUIEvent

//--------------------------------------------------------------------------------------
// Handles the GUI events
//--------------------------------------------------------------------------------------
void CALLBACK OnGUIEvent( UINT nEvent, INT nControlID, CDXUTControl* pControl, void* pUserContext )
{
  UNREFERENCED_PARAMETER(pUserContext);
  UNREFERENCED_PARAMETER(pControl);
  UNREFERENCED_PARAMETER(nEvent);

  switch( nControlID )
  {
    case IDC_TOGGLEFULLSCREEN:
        DXUTToggleFullScreen(); break;
    case IDC_TOGGLEWARP:
        DXUTToggleWARP(); break;
    case IDC_CHANGEDEVICE:
        g_D3DSettingsDlg.SetActive( !g_D3DSettingsDlg.IsActive() ); break;
    break;

    case IDC_TOGGLEDYNAMICLIGHTS:
    {
      g_Scene.m_DynamicLights = !g_Scene.m_DynamicLights;

      break;  
    } 
    case IDC_DEBUGRENDERING:
    {
      g_Scene.m_DebugRendering = (DebugRendering)PtrToUlong( g_DebugRenderingCombo->GetSelectedData() );

      break;  
    }  
  }
}
开发者ID:JasSra,项目名称:GPU-Pro-6,代码行数:33,代码来源:AdvancedLighting.cpp

示例6: MsgProc

//--------------------------------------------------------------------------------------
// Before handling window messages, DXUT passes incoming windows 
// messages to the application through this callback function. If the application sets 
// *pbNoFurtherProcessing to TRUE, then DXUT will not process this message.
//--------------------------------------------------------------------------------------
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing,
                          void* pUserContext )
{
    // Always allow dialog resource manager calls to handle global messages
    // so GUI state is updated correctly
    *pbNoFurtherProcessing = g_DialogResourceManager.MsgProc( hWnd, uMsg, wParam, lParam );
    if( *pbNoFurtherProcessing )
        return 0;

    if( g_SettingsDlg.IsActive() )
    {
        g_SettingsDlg.MsgProc( hWnd, uMsg, wParam, lParam );
        return 0;
    }

    // Give the dialogs a chance to handle the message first
    *pbNoFurtherProcessing = g_HUD.MsgProc( hWnd, uMsg, wParam, lParam );
    if( *pbNoFurtherProcessing )
        return 0;
    *pbNoFurtherProcessing = g_SampleUI.MsgProc( hWnd, uMsg, wParam, lParam );
    if( *pbNoFurtherProcessing )
        return 0;

    // Pass all remaining windows messages to camera so it can respond to user input
    g_Camera.HandleMessages( hWnd, uMsg, wParam, lParam );
    g_LightControl.HandleMessages( hWnd, uMsg, wParam, lParam );

    return 0;
}
开发者ID:KNeal,项目名称:Oculus,代码行数:34,代码来源:LocalDeformablePRT.cpp

示例7: OnGUIEvent

//--------------------------------------------------------------------------------------
// Handles the GUI events
//--------------------------------------------------------------------------------------
void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext )
{
    switch( nControlID )
    {
    case IDC_TOGGLEFULLSCREEN:
        DXUTToggleFullScreen(); break;
    case IDC_TOGGLEREF:
        DXUTToggleREF(); break;
    case IDC_CHANGEDEVICE:
        g_D3DSettingsDlg.SetActive( !g_D3DSettingsDlg.IsActive() ); break;
    case IDC_SHOWTESSELLATED:
        g_bShowTessellated = !g_bShowTessellated;
        break;

    case IDC_PARTITIONING_INTEGER:
        g_Tessellator.SetPartitioningMode( CTessellator::PARTITIONING_MODE_INTEGER );
        break;

    case IDC_PARTITIONING_POW2:
        g_Tessellator.SetPartitioningMode( CTessellator::PARTITIONING_MODE_POW2 );
        break;

    case IDC_PARTITIONING_FRACTIONAL_ODD:
        g_Tessellator.SetPartitioningMode( CTessellator::PARTITIONING_MODE_FRACTIONAL_ODD );
        break;

    case IDC_PARTITIONING_FRACTIONAL_EVEN:
        g_Tessellator.SetPartitioningMode( CTessellator::PARTITIONING_MODE_FRACTIONAL_EVEN );
        break;
    }
}
开发者ID:AndreAhmed,项目名称:directx-sdk-samples,代码行数:34,代码来源:AdaptiveTessellationCS40.cpp

示例8: OnFrameRender

//--------------------------------------------------------------------------------------
// Render the scene using the D3D9 device
//--------------------------------------------------------------------------------------
void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
    // If the settings dialog is being shown, then
    // render it instead of rendering the app's scene
    if( g_SettingsDlg.IsActive() )
    {
        g_SettingsDlg.OnRender( fElapsedTime );
        return;
    }

    HRESULT hr;

    // Clear the render target and the zbuffer 
    V( pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB( 0, 45, 50, 70 ), 1.0f, 0 ) );

    // Render the scene
    if( SUCCEEDED( pd3dDevice->BeginScene() ) )
    {
        UINT iPass, cPasses;
        V( g_pEffect->Begin( &cPasses, 0 ) );
        for( iPass = 0; iPass < cPasses; iPass++ )
        {
            V( g_pEffect->BeginPass( iPass ) );
            V( g_Mesh.Render( pd3dDevice ) );
            g_pEffect->EndPass();
        }
        g_pEffect->End();

        RenderText();
        V( g_HUD.OnRender( fElapsedTime ) );

        V( pd3dDevice->EndScene() );
    }
}
开发者ID:KNeal,项目名称:Oculus,代码行数:37,代码来源:CompiledEffect.cpp

示例9: MsgProc

LRESULT CALLBACK MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* noFurtherProcessing,
                          void* userContext)
{
    // Pass messages to dialog resource manager calls so GUI state is updated correctly
    *noFurtherProcessing = gDialogResourceManager.MsgProc(hWnd, uMsg, wParam, lParam );
    if (*noFurtherProcessing) {
        return 0;
    }

    // Pass messages to settings dialog if its active
    if (gD3DSettingsDlg.IsActive()) {
        gD3DSettingsDlg.MsgProc(hWnd, uMsg, wParam, lParam);
        return 0;
    }

    // Give the dialogs a chance to handle the message first
    for (int i = 0; i < HUD_NUM; ++i) {
        *noFurtherProcessing = gHUD[i].MsgProc(hWnd, uMsg, wParam, lParam);
        if(*noFurtherProcessing) {
            return 0;
        }
    }

    // Pass all remaining windows messages to camera so it can respond to user input
    gViewerCamera.HandleMessages(hWnd, uMsg, wParam, lParam);

    return 0;
}
开发者ID:NickABoen,项目名称:Awe,代码行数:28,代码来源:main.cpp

示例10: OnGUIEvent

//--------------------------------------------------------------------------------------
// Handles the GUI events
//--------------------------------------------------------------------------------------
void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext )
{
    switch( nControlID )
    {
        case IDC_TOGGLEFULLSCREEN:
            DXUTToggleFullScreen(); break;
        case IDC_TOGGLEREF:
            DXUTToggleREF(); break;
        case IDC_CHANGEDEVICE:
            g_D3DSettingsDlg.SetActive( !g_D3DSettingsDlg.IsActive() ); break;
        case IDC_TOGGLEWARP:
            DXUTToggleWARP(); break;
        case IDC_TOGGLESPIN:
        {
            g_bSpinning = g_SampleUI.GetCheckBox( IDC_TOGGLESPIN )->GetChecked();
            break;
        }

        case IDC_EXPLODE_SCALE:
        {
            WCHAR sz[100];
            g_fExplode = ( float )( g_SampleUI.GetSlider( IDC_EXPLODE_SCALE )->GetValue() * 0.01f );
            swprintf_s( sz, 100, L"Explode Amount: %0.2f", g_fExplode );
            g_SampleUI.GetStatic( IDC_EXPLODE_STATIC )->SetText( sz );
            g_pExplodeVariable->SetFloat( g_fExplode );
            break;
        }
    }
}
开发者ID:KNeal,项目名称:Oculus,代码行数:32,代码来源:Tutorial13.cpp

示例11: OnGUIEvent

//--------------------------------------------------------------------------------------
// Handles the GUI events
//--------------------------------------------------------------------------------------
void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext )
{
    switch( nControlID )
    {
        case IDC_TOGGLEFULLSCREEN:
            DXUTToggleFullScreen(); break;
        case IDC_TOGGLEREF:
            DXUTToggleREF(); break;
        case IDC_CHANGEDEVICE:
            g_D3DSettingsDlg.SetActive( !g_D3DSettingsDlg.IsActive() ); break;
        case IDC_TOGGLEWARP:
            DXUTToggleWARP(); break;
        case IDC_TOGGLE_BLUR:
            g_bUseMotionBlur = !g_bUseMotionBlur;
            break;
        case IDC_RENDER_OGRE:
            g_bRenderOgre = !g_bRenderOgre;
            break;
        case IDC_SAMPLE_COUNT:
        {
            CDXUTComboBox* pComboBox = ( CDXUTComboBox* )pControl;

            g_MSAASampleCount = ( UINT )PtrToInt( pComboBox->GetSelectedData() );

            HRESULT hr = S_OK;
            ID3D10Device* pd3dDevice = DXUTGetD3D10Device();
            if( pd3dDevice )
                V( CreateRenderTarget( pd3dDevice, g_BackBufferWidth, g_BackBufferHeight, g_MSAASampleCount, 0 ) );
        }
            break;
    }
}
开发者ID:marselas,项目名称:Zombie-Direct3D-Samples,代码行数:35,代码来源:MotionBlur10.cpp

示例12: MsgProc

//--------------------------------------------------------------------------------------
// Handle messages to the application
//--------------------------------------------------------------------------------------
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing,
                          void* pUserContext )
{
  UNREFERENCED_PARAMETER(pUserContext);

  // Pass messages to dialog resource manager calls so GUI state is updated correctly
  *pbNoFurtherProcessing = g_DialogResourceManager.MsgProc( hWnd, uMsg, wParam, lParam );
  if( *pbNoFurtherProcessing )
      return 0;
  
  // Pass messages to settings dialog if its active
  if( g_D3DSettingsDlg.IsActive() )
  {
      g_D3DSettingsDlg.MsgProc( hWnd, uMsg, wParam, lParam );
      return 0;
  }
  
  // Give the dialogs a chance to handle the message first
  *pbNoFurtherProcessing = g_HUD.MsgProc( hWnd, uMsg, wParam, lParam );
  if( *pbNoFurtherProcessing )
      return 0;
  *pbNoFurtherProcessing = g_SampleUI.MsgProc( hWnd, uMsg, wParam, lParam );
  if( *pbNoFurtherProcessing )
      return 0;
  
  // Pass all remaining windows messages to camera so it can respond to user input
  g_ViewerCamera.HandleMessages( hWnd, uMsg, wParam, lParam );
  
  return 0;
}
开发者ID:JasSra,项目名称:GPU-Pro-6,代码行数:33,代码来源:AdvancedLighting.cpp

示例13: OnGUIEvent

//--------------------------------------------------------------------------------------
// Handles the GUI events
//--------------------------------------------------------------------------------------
void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext )
{
	CDXUTComboBox* pComboBox = NULL;
	CDXUTComboBox* pAABBLevelComboBox = NULL;
    switch( nControlID )
    {
    case IDC_TOGGLEFULLSCREEN:
        DXUTToggleFullScreen(); break;
    case IDC_TOGGLEWARP:
        DXUTToggleWARP(); break;
    case IDC_TOGGLEREF:
        DXUTToggleREF(); break;
    case IDC_CHANGEDEVICE:
        g_SettingsDlg.SetActive( !g_SettingsDlg.IsActive() ); break;  
	case IDC_SCENERASTERIZER_MODE:
		    //CDXUTComboBox* pComboBox = NULL;
            pComboBox = ( CDXUTComboBox* )pControl;
            g_eSceneRasterizerMode = ( UINT )PtrToInt( pComboBox->GetSelectedData() );
            break;
	case IDC_AABBSUBLEVEL:
        pAABBLevelComboBox = ( CDXUTComboBox* )pControl;
        g_CurrentAABBLevel = ( UINT )PtrToInt( pAABBLevelComboBox->GetSelectedData() );
        break;
    }
}
开发者ID:softwarekid,项目名称:DXFunctionDraw,代码行数:28,代码来源:MeshFromOBJ10.cpp

示例14: MsgProc

// Handle messages to the application
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing,
                          void* pUserContext )
{
    // Pass messages to dialog resource manager calls so GUI state is updated correctly
    *pbNoFurtherProcessing = gDialogResourceManager.MsgProc( hWnd, uMsg, wParam, lParam );
    if( *pbNoFurtherProcessing )
        return 0;

    // Pass messages to settings dialog if its active
    if( gD3DSettingsDlg.IsActive() )
    {
        gD3DSettingsDlg.MsgProc( hWnd, uMsg, wParam, lParam );
        return 0;
    }

    // Give the dialogs a chance to handle the message first
    *pbNoFurtherProcessing = gHUD.MsgProc( hWnd, uMsg, wParam, lParam );
    if( *pbNoFurtherProcessing )
        return 0;
    *pbNoFurtherProcessing = gSampleUI.MsgProc( hWnd, uMsg, wParam, lParam );
    if( *pbNoFurtherProcessing )
        return 0;

    return 0;
}
开发者ID:Nuos,项目名称:ISPCTextureCompressor,代码行数:26,代码来源:main.cpp

示例15: OnFrameRender

//--------------------------------------------------------------------------------------
// This callback function will be called at the end of every frame to perform all the 
// rendering calls for the scene, and it will also be called if the window needs to be 
// repainted. After this function has returned, DXUT will call 
// IDirect3DDevice9::Present to display the contents of the next buffer in the swap chain
//--------------------------------------------------------------------------------------
void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
    // If the settings dialog is being shown, then
    // render it instead of rendering the app's scene
    if( g_SettingsDlg.IsActive() )
    {
        g_SettingsDlg.OnRender( fElapsedTime );
        return;
    }

    HRESULT hr;
    D3DXMATRIXA16 mWorld;
    D3DXMATRIXA16 mView;
    D3DXMATRIXA16 mProj;
    D3DXMATRIXA16 mWorldViewProjection;


    // Clear the render target and the zbuffer 
    V( pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB( 0, 141, 153, 191 ), 1.0f, 0 ) );

    // Render the scene
    if( SUCCEEDED( pd3dDevice->BeginScene() ) )
    {
        // Get the projection & view matrix from the camera class
        mWorld = *g_Camera.GetWorldMatrix();
        mView = *g_Camera.GetViewMatrix();
        mProj = *g_Camera.GetProjMatrix();

        mWorldViewProjection = mWorld * mView * mProj;

        // Update the effect's variables. 
        V( g_pEffect->SetMatrix( g_hWorldViewProjection, &mWorldViewProjection ) );
        V( g_pEffect->SetMatrix( g_hWorld, &mWorld ) );
        V( g_pEffect->SetFloat( g_hTime, ( float )fTime ) );
        V( g_pEffect->SetValue( g_hCameraPosition, g_Camera.GetEyePt(), sizeof( D3DXVECTOR3 ) ) );

        UINT iCurSubset = ( UINT )( INT_PTR )g_SampleUI.GetComboBox( IDC_SUBSET )->GetSelectedData();

        // A subset of -1 was arbitrarily chosen to represent all subsets
        if( iCurSubset == -1 )
        {
            // Iterate through subsets, changing material properties for each
            for( UINT iSubset = 0; iSubset < g_MeshLoader.GetNumMaterials(); iSubset++ )
            {
                RenderSubset( iSubset );
            }
        }
        else
        {
            RenderSubset( iCurSubset );
        }

        RenderText();
        V( g_HUD.OnRender( fElapsedTime ) );
        V( g_SampleUI.OnRender( fElapsedTime ) );

        V( pd3dDevice->EndScene() );
    }
}
开发者ID:KNeal,项目名称:Oculus,代码行数:65,代码来源:MeshFromObj.cpp


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