本文整理汇总了C++中ConVar::SetChangeCallback方法的典型用法代码示例。如果您正苦于以下问题:C++ ConVar::SetChangeCallback方法的具体用法?C++ ConVar::SetChangeCallback怎么用?C++ ConVar::SetChangeCallback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类ConVar
的用法示例。
在下文中一共展示了ConVar::SetChangeCallback方法的1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: sizeof
//.........这里部分代码省略.........
if (g_pMaterialManager == NULL)
{
CON(MSG_ERR_FATAL, "Renderer: Can't obtain MaterialManager!");
return false;
}
float ViewportSize[2];
ViewportSize[0] = 1.0f / float(g_pEngSet.Width);
ViewportSize[1] = 1.0f / float(g_pEngSet.Height);
g_pMaterialManager->OnViewportSizeChange (ViewportSize);
g_pPostProcessMgr = (IP3DPostprocessManager*)I_GetClass(IP3DRENDERER_POSTPROCESSMANAGER);
if (g_pPostProcessMgr == NULL)
{
CON(MSG_ERR_FATAL, "Renderer: Can't obtain PostProcessManager!");
return false;
}
g_pPhysEngine = (IP3DPhysEngine*)I_GetClass(IP3DPHYS_PHYSENGINE);
if (g_pPhysEngine == NULL)
{
CON(MSG_ERR_FATAL, "Renderer: Can't obtain Physics Engine Class!");
return false;
}
g_pLightManager = (IP3DLightManager*)I_GetClass(IP3DRENDERER_LIGHTMANAGER);
if (g_pLightManager == NULL)
{
CON(MSG_ERR_FATAL, "Renderer: Can't obtain DynlightManager!");
return false;
}
if ( !g_TextureLoader.Init() )
{
CON(MSG_ERR_FATAL, "Renderer: Can't initialize TextureLoader!");
return false;
}
g_pSoundMan = (IP3DSoundManager*)I_GetClass(IP3DSOUND_SOUNDMANAGER);
if (g_pSoundMan == NULL)
{
CON(MSG_ERR_FATAL, "Renderer: Can't obtain SoundManager!");
return false;
}
SetDefaultRenderStates ();
// nastavenie sampler states pre potreby shader modelu 3.0
g_pD3DDevice->SetSamplerState(4, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
g_pD3DDevice->SetSamplerState(4, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
g_pD3DDevice->SetSamplerState(4, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR );
g_pD3DDevice->SetSamplerState(5, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
g_pD3DDevice->SetSamplerState(5, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
g_pD3DDevice->SetSamplerState(5, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR );
g_pD3DDevice->SetSamplerState(6, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
g_pD3DDevice->SetSamplerState(6, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
g_pD3DDevice->SetSamplerState(6, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR );
g_pD3DDevice->SetSamplerState(7, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
g_pD3DDevice->SetSamplerState(7, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
g_pD3DDevice->SetSamplerState(7, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR );
// --- get original parameters
g_pD3DDevice->GetGammaRamp(0, &m_origGama);
// get default render target
if(FAILED(g_pD3DDevice->GetRenderTarget(0, &m_pBackBufferSurf)))
CON(MSG_CON_INFO, "Renderer: DX9 %d x %d %s initialized!", m_pparams.BackBufferWidth, m_pparams.BackBufferHeight, m_pparams.Windowed ? "windowed" : "fullscreen");
// nastavit callbacky ConVar-ov
CVr_wireframe.SetChangeCallback(CV_wireframe);
CVr_gamma.SetChangeCallback(&CP3DRenderer::CV_SetGamma);
#ifdef _DEBUG
g_stats.Init(); // STATS
#endif
/////////////////
tmpVertPosClr myvert[] =
{
{P3DXPoint3D(-50,0,0), P3DXPoint3D(1,0,0)},
{P3DXPoint3D(-50,50,0), P3DXPoint3D(0,1,0)},
{P3DXPoint3D(50,50,0), P3DXPoint3D(0,0,1)}
};
P3DVertexElement ve[3];
ve[0] = P3DVertexElement(P3DVD_FLOAT3, P3DVU_POSITION);
ve[1] = P3DVertexElement(P3DVD_FLOAT3, P3DVU_COLOR);
ve[2] = P3DVE_END();
vb.CreateVB(3, ve, sizeof(tmpVertPosClr));
tmpVertPosClr *pv = 0;
vb.Lock((void**)&pv);
pv[0] = myvert[0];
pv[1] = myvert[1];
pv[2] = myvert[2];
vb.UnLock();
effect.Create("solid.fx");
////////////////
return true;
}