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C# PresentParameters.ToString方法代码示例

本文整理汇总了C#中PresentParameters.ToString方法的典型用法代码示例。如果您正苦于以下问题:C# PresentParameters.ToString方法的具体用法?C# PresentParameters.ToString怎么用?C# PresentParameters.ToString使用的例子?那么恭喜您, 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PresentParameters的用法示例。


在下文中一共展示了PresentParameters.ToString方法的2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: Init

 public static void Init(PictureBox handle)
 {
     try
     {
         presentParams = new PresentParameters();
         presentParams.Windowed = true;
         presentParams.EnableAutoDepthStencil = true;
         presentParams.AutoDepthStencilFormat = DepthFormat.D24S8;
         presentParams.SwapEffect = SwapEffect.Discard;
         device = new Device(0, DeviceType.Hardware, handle, CreateFlags.SoftwareVertexProcessing, presentParams);
         if (device == null)
             return;
         SetupEnvironment();                
         CreateCoordLines();
         CamDistance = 4;
         init = true;
         cam = new Vector3(0, 0, 0);
         dir = new Vector3(1, 1, 1);
         camdist = 3f;
         DebugLog.PrintLn(presentParams.ToString());
         DebugLog.PrintLn(device.DeviceCaps.ToString());
         DebugLog.PrintLn("DirectX Init succeeded...");
     }
     catch (DirectXException ex)
     {
         string s = "DirectX Init error:"
                         + "\n\n" + ex.ToString()
                         + "\n\n" + presentParams.ToString();
         if (device != null)
             s += "\n\n" + device.DeviceCaps.ToString();
         DebugLog.PrintLn(s);
         error = true;
     }
 }
开发者ID:CreeperLava,项目名称:ME3Explorer,代码行数:34,代码来源:DXHelper.cs

示例2: CreateD3DResources


//.........这里部分代码省略.........
                    renderZBuffer =
                        device.CreateDepthStencilSurface(width, height,
                                                         presentParams.AutoDepthStencilFormat,
                                                         presentParams.MultiSample,
                                                         presentParams.MultiSampleQuality,
                                                         false);
                } else {
                    renderZBuffer = null;
                }
                // Ogre releases the mpRenderSurface here (but not the mpRenderZBuffer)
                // release immediately so we don't hog them
                // mpRenderSurface->Release();
                // We'll need the depth buffer for rendering the swap chain
                // //mpRenderZBuffer->Release();
            } else {
                if (device == null) {
            #if !USE_D3D_EVENTS
                    // Turn off default event handlers, since Managed DirectX seems confused.
                    Device.IsUsingEventHandlers = false;
            #endif

                    // We haven't created the device yet, this must be the first time

                    // Do we want to preserve the FPU mode? Might be useful for scientific apps
                    CreateFlags extraFlags = 0;
                    if (multiThreaded) {
                        extraFlags |= CreateFlags.MultiThreaded;
                    }
                    // TODO: query and preserve the fpu mode

                    // Set default settings (use the one Ogre discovered as a default)
                    int adapterToUse = driver.AdapterNumber;
                    if (useNVPerfHUD) {
                        // Look for 'NVIDIA NVPerfHUD' adapter
                        // If it is present, override default settings
                        foreach (AdapterInformation identifier in D3D.Manager.Adapters) {
                            log.Info("Device found: " + identifier.Information.Description);
                            if (identifier.Information.Description.Contains("PerfHUD")) {
                                log.Info("Attempting to use PerfHUD");
                                adapterToUse = identifier.Adapter;
                                devType = DeviceType.Reference;
                                break;
                            }
                        }
                    }

                    try
                    {
                        device = new D3D.Device(adapterToUse, devType, windowHandle,
                                                CreateFlags.HardwareVertexProcessing | extraFlags,
                                                presentParams);
                    }
                    catch (Exception) {
                        log.Info("First device creation failed");
                        try
                        {
                            // Try a second time, may fail the first time due to back buffer count,
                            // which will be corrected down to 1 by the runtime
                            device = new D3D.Device(adapterToUse, devType, windowHandle,
                                                    CreateFlags.HardwareVertexProcessing | extraFlags,
                                                    presentParams);
                        }
                        catch (Exception)
                        {
                            try
                            {
                                // Looks like we can't use HardwareVertexProcessing, so try Mixed
                                device = new D3D.Device(adapterToUse, devType, windowHandle,
                                                        CreateFlags.MixedVertexProcessing | extraFlags,
                                                        presentParams);
                            }
                            catch (Exception)
                            {
                                // Ok, one last try. Try software.  If this fails, just throw up.
                                device = new D3D.Device(adapterToUse, devType, windowHandle,
                                                        CreateFlags.SoftwareVertexProcessing | extraFlags,
                                                        presentParams);
                            }
                        }
                    }

                    // TODO: For a full screen app, I'm supposed to do this to prevent alt-tab
                    //       from messing things up.
                    //device.DeviceResizing += new
                    //    System.ComponentModel.CancelEventHandler(this.CancelResize);

                }
                log.InfoFormat("Device constructed with presentation parameters: {0}", presentParams.ToString());

                // update device in driver
                driver.Device = device;
                // Store references to buffers for convenience
                renderSurface = device.GetRenderTarget(0);
                renderZBuffer = device.DepthStencilSurface;
                // Ogre releases these here
                // release immediately so we don't hog them
                // mpRenderSurface->Release();
                // mpRenderZBuffer->Release();
            }
        }
开发者ID:ufosky-server,项目名称:MultiversePlatform,代码行数:101,代码来源:D3DRenderWindow.cs


注:本文中的PresentParameters.ToString方法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。