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C++ LPDIRECT3DDEVICE7类代码示例

本文整理汇总了C++中LPDIRECT3DDEVICE7的典型用法代码示例。如果您正苦于以下问题:C++ LPDIRECT3DDEVICE7类的具体用法?C++ LPDIRECT3DDEVICE7怎么用?C++ LPDIRECT3DDEVICE7使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了LPDIRECT3DDEVICE7类的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: Draw

void CGolfer::Draw(LPDIRECT3DDEVICE7 lpDevice)
{
	if ((parent==NULL)&&(!box->IsVisible()))return;

	D3DMATRIX m=BerechneSchlag();

	lpDevice->SetTexture(0,NULL);
	lpDevice->SetTransform(D3DTRANSFORMSTATE_WORLD,&m);
	mesh->Render(lpDevice,FALSE);
}
开发者ID:UIKit0,项目名称:Chicken-Tournament,代码行数:10,代码来源:Golfer.cpp

示例2: Draw

void CDrescher::Draw(LPDIRECT3DDEVICE7 lpDevice)
{
	if (!box2->IsVisible())return;

	lpDevice->SetTexture(0,NULL);
	D3DMATRIX matrix,m;

	D3DUtil_SetTranslateMatrix(matrix,pos.x,pos.y+hoehe,pos.z);

	{	//  Mähdrescher gemäß Steigung kippen

		D3DUtil_SetRotateYMatrix(m,beta);
		D3DMath_MatrixMultiply(matrix,m,matrix);

		D3DUtil_SetRotateXMatrix(m,alpha);
		D3DMath_MatrixMultiply(matrix,m,matrix);

		D3DUtil_SetRotateYMatrix(m,-beta);
		D3DMath_MatrixMultiply(matrix,m,matrix);
	}
	
	
	D3DUtil_SetRotateYMatrix(m,ang.y);
	D3DMath_MatrixMultiply(matrix,m,matrix);


	if (schaukelphase>0.0f)
	{ // schaukeln
		const float mittelpunkt=2.0f;
		D3DUtil_SetTranslateMatrix(m,0,0,-mittelpunkt);
		D3DMath_MatrixMultiply(matrix,m,matrix);
		D3DUtil_SetRotateXMatrix(m,schaukelwinkel());
		D3DMath_MatrixMultiply(matrix,m,matrix);

		D3DUtil_SetTranslateMatrix(m,0,0,mittelpunkt);
		D3DMath_MatrixMultiply(matrix,m,matrix);
	}

	lpDevice->SetTransform(D3DTRANSFORMSTATE_WORLD,&matrix);
	mesh1->Render(lpDevice,FALSE);

	// Rolle
	D3DUtil_SetRotateXMatrix(m,rolle);
	D3DMath_MatrixMultiply(matrix,m,matrix);
	lpDevice->SetTransform(D3DTRANSFORMSTATE_WORLD,&matrix);

	mesh2->Render(lpDevice,FALSE);
}
开发者ID:UIKit0,项目名称:Chicken-Tournament,代码行数:48,代码来源:Drescher.cpp

示例3: wSetTextureStageState

/// <summary>
/// <c>wSetTextureStageState</c> 
/// </summary>
/// <remarks>
/// </remarks>
/// <param name="d3dDevice7"></param>
/// <param name="dwStage"></param>
/// <param name="dwState"></param>
/// <param name="dwValue"></param>
/// <returns></returns>
HRESULT __stdcall wSetTextureStageState(
	LPDIRECT3DDEVICE7 d3dDevice7, ULONG dwStage, D3DTEXTURESTAGESTATETYPE dwState, ULONG dwValue)
{
	PSTR		pszStageSet;
	PSTR		pszErrorMessage;
	HRESULT		hResult;

	++TotalRenderStateChanges;
	pszStageSet = GetStageSet(dwState, dwValue);
	InternalFunctionSpew("GameOS_Direct3D", "SetTextureStageState(%d,%s)", dwStage, pszStageSet);

	hResult = d3dDevice7->SetTextureStageState(dwStage, dwState, dwValue);
	if (FAILED(hResult))
	{
		if ( hResult != DDERR_SURFACELOST)
		{
			pszStageSet = GetStageSet(dwState, dwValue);
			pszErrorMessage = ErrorNumberToMessage(hResult);
			if ( InternalFunctionPause("FAILED (0x%x - %s) - SetTextureStageState(%d,%s)", 
				hResult, pszErrorMessage, dwStage, pszStageSet) )
				ENTER_DEBUGGER;
		}
	}

	return hResult;
}
开发者ID:wolfman-x,项目名称:mechcommander2,代码行数:36,代码来源:direct3d.cpp

示例4: Render

//-----------------------------------------------------------------------------
// rendu de la d�chirure spatio temporelle
float CSummonCreature::Render(LPDIRECT3DDEVICE7 m_pd3dDevice)
{
    if (ulCurrentTime >= (ulDurationIntro + ulDurationRender + ulDurationOuttro)) return 0.f;

    SETTC(m_pd3dDevice, NULL);
    SETCULL(m_pd3dDevice, D3DCULL_NONE);
    SETZWRITE(m_pd3dDevice, false);

    SETTEXTUREWRAPMODE(m_pd3dDevice, D3DTADDRESS_CLAMP);
    m_pd3dDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND,  D3DBLEND_ONE);
    m_pd3dDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ONE);
    SETALPHABLEND(m_pd3dDevice, true);

    //-------------------------------------------------------------------------
    fTexWrap += 0.02f;

    if (fTexWrap >= 1.0f)
    {
        fTexWrap -= 1.0f;
    }

    //-------------------------------------------------------------------------
    // render intro (opening + rays)
    if (ulCurrentTime < ulDurationIntro)
    {
        if (ulCurrentTime < ulDurationIntro * 0.666f)
        {
            fSizeIntro = (end + 2) * fOneOnDurationIntro * (1.5f) * ulCurrentTime;
            sizeF = 1;
        }
        else
        {
            if (bIntro != false)
                bIntro = false;

            sizeF = (iSize) * (fOneOnDurationIntro * 3) * (ulCurrentTime - ulDurationIntro * 0.666f);
        }
    }
    // do nothing just render
    else if (ulCurrentTime < (ulDurationIntro + ulDurationRender))
    {
    }
    // close it all
    else if (ulCurrentTime < (ulDurationIntro + ulDurationRender + ulDurationOuttro))
    {
        //if (sizeF > 0)
        {
            sizeF = iSize - (iSize) * fOneOnDurationOuttro * (ulCurrentTime - (ulDurationIntro + ulDurationRender));
        }
    }

    SETALPHABLEND(m_pd3dDevice, false);
    RenderFissure(m_pd3dDevice);

    SETZWRITE(m_pd3dDevice, true);
    SETALPHABLEND(m_pd3dDevice, false);
    SETTEXTUREWRAPMODE(m_pd3dDevice, D3DTADDRESS_WRAP);

    return (fSizeIntro / end);
}
开发者ID:tramboi,项目名称:ArxFatalis,代码行数:62,代码来源:ARX_SpellFX_Lvl09.cpp

示例5: wMultiplyTransform

/// <summary>
/// <c>wMultiplyTransform</c> 
/// </summary>
/// <remarks>
/// </remarks>
/// <param name="d3dDevice7"></param>
/// <param name="dtstTransformStateType"></param>
/// <param name="lpD3DMatrix"></param>
/// <returns></returns>
HRESULT __stdcall wMultiplyTransform(
	LPDIRECT3DDEVICE7 d3dDevice7, D3DTRANSFORMSTATETYPE dtstTransformStateType,
	LPD3DMATRIX lpD3DMatrix)
{
	PSTR		pszTransformType;
	PSTR		pszErrorMessage;
	HRESULT		hResult;

	pszTransformType = GetTransformType(dtstTransformStateType);
	InternalFunctionSpew("GameOS_Direct3D", "MultiplyTransform(%s)", pszTransformType);

	hResult = 
		d3dDevice7->MultiplyTransform(
		dtstTransformStateType,
		lpD3DMatrix);
	if (FAILED(hResult))
	{
		pszTransformType = GetTransformType(dtstTransformStateType);
		pszErrorMessage = ErrorNumberToMessage(hResult);
		if ( InternalFunctionPause("FAILED (0x%x - %s) - MultiplyTransform()", 
			hResult, pszErrorMessage, pszTransformType) )
			ENTER_DEBUGGER;
	}
	return hResult;
}
开发者ID:wolfman-x,项目名称:mechcommander2,代码行数:34,代码来源:direct3d.cpp

示例6: RenderSquareShadow

void RenderSquareShadow(LPDIRECT3DDEVICE7 lpDevice,float x,float y,float z,float w,float h)
{
    WORD wIndices[] = { 
		0,1,2,
		3,2,1,
		1,5,3,
		3,5,7, 
		0,4,1,
		1,4,5, 
		0,2,4,
		4,2,6, 
		2,3,6,
		6,3,7,
	};

	D3DLIGHT7 light;
	lpDevice->GetLight(0,&light);
	D3DVECTOR length=Normalize(light.dvDirection)*(-100);

	D3DVERTEX v[8];

    v[0] = D3DVERTEX( D3DVECTOR( x-w/2, y, z-h/2 ),D3DVECTOR(0,1,0), 0, 1 );
    v[1] = D3DVERTEX( D3DVECTOR( x-w/2, y,  z+h/2 ),D3DVECTOR(0,1,0), 0, 0 );
    v[2] = D3DVERTEX( D3DVECTOR( x+w/2, y, z-h/2 ),D3DVECTOR(0,1,0), 1, 1 );
    v[3] = D3DVERTEX( D3DVECTOR( x+w/2, y,  z+h/2 ),D3DVECTOR(0,1,0), 1, 0 );

    v[4] = D3DVERTEX( D3DVECTOR( x-w/2, y, z-h/2 )-length,D3DVECTOR(0,1,0), 0, 0 );
    v[5] = D3DVERTEX( D3DVECTOR( x-w/2, y,  z+h/2 )-length,D3DVECTOR(0,1,0), 0, 0 );
    v[6] = D3DVERTEX( D3DVECTOR( x+w/2, y, z-h/2 )-length,D3DVECTOR(0,1,0), 0, 0 );
    v[7] = D3DVERTEX( D3DVECTOR( x+w/2, y,  z+h/2 )-length,D3DVECTOR(0,1,0), 0, 0 );

	RenderShadow(lpDevice,v,8,wIndices,sizeof(wIndices)/sizeof(wIndices[0]));
}
开发者ID:UIKit0,项目名称:Chicken-Tournament,代码行数:33,代码来源:Shadows.cpp

示例7: Draw

void CEi::Draw(LPDIRECT3DDEVICE7 lpDevice)
{
	if (!CBoundingTube::IsSphereVisible(pos,EGG_SIZE))return;
	D3DMATRIX m,m2;

	D3DUtil_SetTranslateMatrix(m,pos);
	D3DUtil_SetRotateYMatrix(m2,ang.y);
	D3DMath_MatrixMultiply(m,m2,m);
	D3DUtil_SetRotateXMatrix(m2,-ang.x+g_PI*0.5f);
	D3DMath_MatrixMultiply(m,m2,m);

	lpDevice->SetTexture(0,NULL);
	lpDevice->SetTransform(D3DTRANSFORMSTATE_WORLD,&m);

	lpMesh->Render(lpDevice,FALSE);
}
开发者ID:UIKit0,项目名称:Chicken-Tournament,代码行数:16,代码来源:Ei.cpp

示例8: wClear

/// <summary>
/// <c>wClear</c> 
/// </summary>
/// <remarks>
/// </remarks>
/// <param name="d3dDevice7"></param>
/// <param name="dwCount"></param>
/// <param name="lpRects"></param>
/// <param name="dwFlags"></param>
/// <param name="dwColor"></param>
/// <param name="dvZ"></param>
/// <param name="dwStencil"></param>
/// <returns></returns>
HRESULT __stdcall wClear(
	LPDIRECT3DDEVICE7 d3dDevice7, ULONG dwCount, LPD3DRECT lpRects, ULONG dwFlags, 
	ULONG dwColor, D3DVALUE dvZ, ULONG dwStencil)
{
	PSTR		pszClearArea;
	PSTR		pszErrorMessage;
	HRESULT		hResult;

	pszClearArea = GetClearArea(dwCount, lpRects, dwFlags);
	InternalFunctionSpew("GameOS_Direct3D", "Clear(%s)", pszClearArea);
	hResult = d3dDevice7->Clear(
		dwCount,
		lpRects,
		dwFlags,
		dwColor,
		dvZ,
		dwStencil);
	if (FAILED(hResult))
	{
		if ( hResult != DDERR_SURFACELOST)
		{
			pszClearArea = GetClearArea(dwCount, lpRects, dwFlags);
			pszErrorMessage = ErrorNumberToMessage(hResult);
			if ( InternalFunctionPause("FAILED (0x%x - %s) - Clear(%s)", hResult, pszErrorMessage, pszClearArea) )
				ENTER_DEBUGGER;
		}
	}

	return hResult;
}
开发者ID:wolfman-x,项目名称:mechcommander2,代码行数:43,代码来源:direct3d.cpp

示例9: wLightEnable

/// <summary>
/// <c>wLightEnable</c> 
/// </summary>
/// <remarks>
/// </remarks>
/// <param name="d3dDevice7"></param>
/// <param name="dwLightIndex"></param>
/// <param name="Enable"></param>
/// <returns></returns>
HRESULT __stdcall wLightEnable(
	LPDIRECT3DDEVICE7 d3dDevice7, ULONG dwLightIndex, bool Enable)
{
	PSTR		pszEnable;
	PSTR		pszErrorMessage;
	HRESULT		hResult;

	if ( Enable )
		pszEnable = "enable";
	else
		pszEnable = "disable";
	InternalFunctionSpew("GameOS_Direct3D", "LightEnable(%d, %s)", dwLightIndex, pszEnable);

	hResult = d3dDevice7->LightEnable(dwLightIndex, Enable);
	if (FAILED(hResult))
	{
		if ( Enable )
			pszEnable = "enable";
		else
			pszEnable = "disable";
		pszErrorMessage = ErrorNumberToMessage(hResult);
		if ( InternalFunctionPause("FAILED (0x%x - %s) - LightEnable(%d, %s)", hResult, pszErrorMessage, dwLightIndex, pszEnable) )
			ENTER_DEBUGGER;
	}

	return hResult;
}
开发者ID:wolfman-x,项目名称:mechcommander2,代码行数:36,代码来源:direct3d.cpp

示例10: wDrawPrimitive

/// <summary>
/// <c>wDrawPrimitive</c> 
/// </summary>
/// <remarks>
/// </remarks>
/// <param name="d3dDevice7"></param>
/// <param name="dptPrimitiveType"></param>
/// <param name="dvtVertexType"></param>
/// <param name="lpvVertices"></param>
/// <param name="dwVertexCount"></param>
/// <param name="dwFlags"></param>
/// <returns></returns>
HRESULT __stdcall wDrawPrimitive(
	LPDIRECT3DDEVICE7 d3dDevice7, D3DPRIMITIVETYPE dptPrimitiveType, 
	ULONG dvtVertexType, PVOID lpvVertices, ULONG dwVertexCount, ULONG dwFlags)
{
	PSTR		pszPrimitiveData;
	PSTR		pszErrorMessage;
	HRESULT		hResult;

	pszPrimitiveData = GetDrawPrimitiveData(
		dptPrimitiveType, dvtVertexType, lpvVertices, dwVertexCount, dwFlags);
	InternalFunctionSpew("GameOS_Direct3D", "DrawPrimitive( %s)", pszPrimitiveData);

	hResult = d3dDevice7->DrawPrimitive(
		dptPrimitiveType,
		dvtVertexType,
		lpvVertices,
		dwVertexCount,
		dwFlags);
	if (FAILED(hResult))
	{
		if ( hResult != DDERR_SURFACELOST)
		{
			pszPrimitiveData = GetDrawPrimitiveData(
				dptPrimitiveType, dvtVertexType, lpvVertices, dwVertexCount, dwFlags);
			pszErrorMessage = ErrorNumberToMessage(hResult);
			if ( InternalFunctionPause("FAILED (0x%x - %s) - DrawPrimitive( %s)",
				hResult, pszErrorMessage, pszPrimitiveData) )
				ENTER_DEBUGGER;
		}
	}

	return hResult;
}
开发者ID:wolfman-x,项目名称:mechcommander2,代码行数:45,代码来源:direct3d.cpp

示例11: wLoad

/// <summary>
/// <c>wLoad</c> 
/// </summary>
/// <remarks>
/// </remarks>
/// <param name="d3dDevice7"></param>
/// <param name="lpDestTex"></param>
/// <param name="lpDestPoint"></param>
/// <param name="lpSrcTex"></param>
/// <param name="lprcSrcRect"></param>
/// <param name="dwFlags"></param>
/// <returns></returns>
HRESULT __stdcall wLoad(
	LPDIRECT3DDEVICE7 d3dDevice7, LPDIRECTDRAWSURFACE7 lpDestTex, LPPOINT lpDestPoint, 
	LPDIRECTDRAWSURFACE7 lpSrcTex, LPRECT lprcSrcRect, ULONG dwFlags)
{
	PSTR		pszErrorMessage;
	HRESULT		hResult;

	InternalFunctionSpew("GameOS_Direct3D", "Load(0x%x with 0x%x)", lpDestTex, lpSrcTex);

	hResult = d3dDevice7->Load(
		lpDestTex,
		lpDestPoint,
		lpSrcTex,
		lprcSrcRect,
		dwFlags);
	if (FAILED(hResult))
	{
		if ( hResult != DDERR_SURFACELOST)
		{
			pszErrorMessage = ErrorNumberToMessage(hResult);
			if ( InternalFunctionPause("FAILED (0x%x - %s) - Load(0x%x with 0x%x)", 
				hResult, pszErrorMessage, lpDestTex, lpSrcTex) )
				ENTER_DEBUGGER;
		}
	}

	return hResult;
}
开发者ID:wolfman-x,项目名称:mechcommander2,代码行数:40,代码来源:direct3d.cpp

示例12: ResetBlendenderState

/******************************************************************************************************************

	함수명 : ResetBlendenderState()

	작성자 : 
	작성일 : 

	목적   : 렌더링스테이트를 기본상태로 복구한다.
	입력   : LPDIRECT3DDEVICE7 pd3dDevice
	출력   : void 

	[일자][수정자] : 수정내용

*******************************************************************************************************************/
void ResetBlendenderState(LPDIRECT3DDEVICE7 pd3dDevice)
{
	pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
	pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP,   D3DTOP_MODULATE);
	pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
	pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
	pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP,   D3DTOP_SELECTARG1);
	pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);

	pd3dDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, FALSE);
	pd3dDevice->SetRenderState(D3DRENDERSTATE_COLORKEYENABLE, FALSE);
	pd3dDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND , D3DBLEND_ONE);
	pd3dDevice->SetRenderState(D3DRENDERSTATE_DESTBLEND, D3DBLEND_ZERO);
}
开发者ID:KaSt,项目名称:mir2ei,代码行数:28,代码来源:d3dutil.cpp

示例13: DrawBillBoard

HRESULT CImageHandler::DrawBillBoard(LPDIRECT3DDEVICE7 lpDevice, D3DVECTOR vTrans, D3DVECTOR vScale, /*D3DVECTOR vRot, */D3DMATERIAL7 mtrl, /*FLOAT fRotRad, */LPDIRECTDRAWSURFACE7 lpddsTextr)
{
	if ( lpDevice )
	{
		if( SUCCEEDED(lpDevice->BeginScene()) )
		{
			D3DMATRIX matTrans;
			D3DMATRIX matScale;
			D3DMATRIX matRot;

			D3DMATRIX matWorld;
			D3DMATRIX matTempWorld;

			D3DMATRIX matWorldOriginal;

			lpDevice->GetTransform(D3DTRANSFORMSTATE_WORLD, &matWorldOriginal);

			vTrans.x = vTrans.x+vScale.x/2-400;
			vTrans.y = -vTrans.y-vScale.y/2+300;

			D3DUtil_SetTranslateMatrix(matTrans, vTrans);
			D3DUtil_SetScaleMatrix(matScale, vScale.x, vScale.y, vScale.z);
//			D3DUtil_SetRotationMatrix(matRot, vRot, fRotRad);
			D3DMath_MatrixMultiply(/*matTempWorld*/matWorld, matScale, matTrans);
//			D3DMath_MatrixMultiply(matWorld, matRot, matTempWorld);
			lpDevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &matWorld);

			SetBlendRenderState(lpDevice, _BLEND_NORMAL, mtrl);
			lpDevice->SetMaterial(&mtrl);

			lpDevice->SetTexture(0, lpddsTextr);

			lpDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, D3DFVF_VERTEX, m_avBillBoard, 4, NULL);

			// 원상복귀.
			ZeroMemory(&mtrl, sizeof(mtrl));
			mtrl.diffuse.r = mtrl.diffuse.g = mtrl.diffuse.b = 0.1f;
			mtrl.ambient.r = mtrl.ambient.g = mtrl.ambient.b = 1.0f;
			lpDevice->SetMaterial(&mtrl);

			ResetBlendenderState(lpDevice);
			lpDevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &matWorldOriginal);
		}
		lpDevice->EndScene();
		return S_OK;
	}
	return E_FAIL;
}
开发者ID:KaSt,项目名称:LegendOfMir3_Src,代码行数:48,代码来源:ImageHandler.cpp

示例14: wEnumTextureFormats

/// <summary>
/// <c>wEnumTextureFormats</c> 
/// </summary>
/// <remarks>
/// </remarks>
/// <param name="d3dDevice7"></param>
/// <param name="lpd3dEnumPixelProc"></param>
/// <param name="lpArg"></param>
/// <returns></returns>
HRESULT __stdcall wEnumTextureFormats(
	LPDIRECT3DDEVICE7 d3dDevice7, LPD3DENUMPIXELFORMATSCALLBACK lpd3dEnumPixelProc, PVOID lpArg)
{
	PSTR		pszErrorMessage;
	HRESULT		hResult;

	InternalFunctionSpew("GameOS_Direct3D", "EnumTextureFormats()");

	hResult = d3dDevice7->EnumTextureFormats(lpd3dEnumPixelProc, lpArg);
	if (FAILED(hResult))
	{
		pszErrorMessage = ErrorNumberToMessage(hResult);
		if ( InternalFunctionPause("FAILED (0x%x - %s) - EnumTextureFormats()", hResult, pszErrorMessage) )
			ENTER_DEBUGGER;
	}

	return hResult;
}
开发者ID:wolfman-x,项目名称:mechcommander2,代码行数:27,代码来源:direct3d.cpp

示例15: wGetCaps

/// <summary>
/// <c>wGetCaps</c> 
/// </summary>
/// <remarks>
/// </remarks>
/// <param name="d3dDevice7"></param>
/// <param name="lpD3DHWDevDesc"></param>
/// <returns></returns>
HRESULT __stdcall wGetCaps(
	LPDIRECT3DDEVICE7 d3dDevice7, LPD3DDEVICEDESC7 lpD3DHWDevDesc)
{
	PSTR		pszErrorMessage;
	HRESULT		hResult;

	InternalFunctionSpew("GameOS_Direct3D", "GetCaps(0x%x)", d3dDevice7);

	hResult = d3dDevice7->GetCaps(lpD3DHWDevDesc);
	if (FAILED(hResult))
	{
		pszErrorMessage = ErrorNumberToMessage(hResult);
		if ( InternalFunctionPause("FAILED (0x%x - %s) - GetCaps(0x%x)", hResult, pszErrorMessage, d3dDevice7) )
			ENTER_DEBUGGER;
	}

	return hResult;
}
开发者ID:wolfman-x,项目名称:mechcommander2,代码行数:26,代码来源:direct3d.cpp


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