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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68
Engine/Zalla3D Base Class/VertexBuffer.cpp
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68
Engine/Zalla3D Base Class/VertexBuffer.cpp
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// VertexBuffer.cpp: implementation of the CVertexBuffer class.
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//
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//////////////////////////////////////////////////////////////////////
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#include "VertexBuffer.h"
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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LPDIRECT3D8 CVertexBuffer::m_pD3D;
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CVertexBuffer::CVertexBuffer()
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{
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m_pVertexBuffer=NULL;
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}
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CVertexBuffer::~CVertexBuffer()
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{
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if(m_pVertexBuffer->Release()!=0)
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throw CGraphicLayerError("CVertexBuffer:~CVertexBuffer, This vertex-buffer is used other Object , as yet");
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}
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void CVertexBuffer::Create()
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{
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/*
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m_pd3dDevice->CreateVertexBuffer( m_dwNumDolphinVertices * sizeof(D3DVERTEX),
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D3DUSAGE_WRITEONLY, 0, D3DPOOL_MANAGED,
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&m_pDolphinVB1 );
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if(m_pVertexBuffer)
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{
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if(FAEILED(m_pd3dDevice->CreateVertexBuffer(m_nVertex*sizeof(),
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D3DUSAGE_WRITEONLY, 0, D3DPOOL_MANAGED,
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&m_pVertexBuffer)))
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{
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throw CGraphicLayerError("CVertexBuffer:Create, Vertex-Buffer Create Failed");
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}
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}
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*/
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}
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void CVertexBuffer::Render(LPDIRECT3DDEVICE8 pd3dDevice,WORD *pIndices,long &nIndices)
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{
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/*
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m_pd3dDevice->SetVertexShader( m_dwDolphinVertexShader );
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m_pd3dDevice->SetStreamSource( 0, m_pDolphinVB1, sizeof(D3DVERTEX) );
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m_pd3dDevice->SetStreamSource( 1, m_pDolphinVB2, sizeof(D3DVERTEX) );
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m_pd3dDevice->SetStreamSource( 2, m_pDolphinVB3, sizeof(D3DVERTEX) );
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m_pd3dDevice->SetIndices( m_pDolphinIB, 0 );
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m_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST,
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0, m_dwNumDolphinVertices,
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0, m_dwNumDolphinFaces );
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pd3dDevice->DrawIndexedPrimitiveVB( D3DPT_TRIANGLELIST,
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m_pVertexBuffer, 0,
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m_nVertex, pIndices,
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nIndices*3, D3DDP_WAIT );
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/*
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HRESULT hr=
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pd3dDevice->DrawIndexedPrimitiveVB( D3DPT_TRIANGLELIST,
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m_pVertexBuffer, 0,
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m_nVertex, pIndices,
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0, D3DDP_WAIT );
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*/
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}
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