Initial commit: ROW Client source code
Game client codebase including: - CharacterActionControl: Character and creature management - GlobalScript: Network, items, skills, quests, utilities - RYLClient: Main client application with GUI and event handlers - Engine: 3D rendering engine (RYLGL) - MemoryManager: Custom memory allocation - Library: Third-party dependencies (DirectX, boost, etc.) - Tools: Development utilities 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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39
Engine/Zalla3D Base Class/RenderTexture.h
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39
Engine/Zalla3D Base Class/RenderTexture.h
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// RenderTexture.h: interface for the CRenderTexture class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_RENDERTEXTURE_H__0EC50F46_F5C3_4873_AC41_9702AF503767__INCLUDED_)
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#define AFX_RENDERTEXTURE_H__0EC50F46_F5C3_4873_AC41_9702AF503767__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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#include <d3dx8.h>
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class CRenderTexture
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{
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LPDIRECT3DTEXTURE8 m_pRenderTexture;
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LPDIRECT3DSURFACE8 m_pRenderSurface;
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static LPDIRECT3DSURFACE8 m_pRenderZBuffer;
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static LPDIRECT3DTEXTURE8 m_pCopyLockTexture;
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static LPDIRECT3DSURFACE8 m_pCopyLockSurface;
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LPDIRECT3DSURFACE8 m_pTempRenderSurface;
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LPDIRECT3DSURFACE8 m_pTempRenderZBuffer;
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D3DVIEWPORT8 m_pTempViewPort;
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public:
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void Unlock();
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void* Lock();
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void Begin(LPDIRECT3DDEVICE8 pd3dDevice);
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void End(LPDIRECT3DDEVICE8 pd3dDevice);
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LPDIRECT3DTEXTURE8 GetTexture(){return m_pRenderTexture;};
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LPDIRECT3DSURFACE8 GetSurface(){return m_pRenderSurface;};
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long m_SizeX,m_Sizey;
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void Create(long SizeX,long SizeY);
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CRenderTexture();
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virtual ~CRenderTexture();
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};
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#endif // !defined(AFX_RENDERTEXTURE_H__0EC50F46_F5C3_4873_AC41_9702AF503767__INCLUDED_)
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