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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//-----------------------------------------------------------------------------
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// Name: PointSprites Direct3D Sample
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//
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// Copyright (c) 1998-2001 Microsoft Corporation. All rights reserved.
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//-----------------------------------------------------------------------------
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Description
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===========
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The PointSprites sample shows how to use the new Direct3D point sprites
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feature. A point sprite is simply a forward-facing, textured quad that is
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referenced only by (x,y,z) position coordinates. Point sprites are most
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often used for particle systems and related effects.
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Note that not all cards support all features for point sprites. For more
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information on point sprites, refer to the DirectX SDK documentation.
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Path
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====
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Source: DXSDK\Samples\Multimedia\D3D\PointSprites
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Executable: DXSDK\Samples\Multimedia\D3D\Bin
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User's Guide
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============
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The following keys are implemented. The dropdown menus can be used for the
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same controls.
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<Enter> Starts and stops the scene
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<Space> Advances the scene by a small increment
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<F1> Shows help or available commands.
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<F2> Prompts user to select a new rendering device or display mode
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<Alt+Enter> Toggles between fullscreen and windowed modes
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<Esc> Exits the app.
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Programming Notes
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=================
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Without Direct3D's support, point sprites can be implemented with four
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vertices, that are oriented each frame towards the eyepoint (much like a
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billboard). With Direct3D, though, you can refer to each point sprite by
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just it's center position and a radius. This saves heavily on processor
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computation time and on bandwidth uploading vertex information to the
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graphics card.
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In this sample, a particle system is implemented using point sprites. Each
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particle is actually implemented using multiple alpha-blended point sprites,
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giving the particle a motion-blur effect.
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This sample makes use of common DirectX code (consisting of helper functions,
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etc.) that is shared with other samples on the DirectX SDK. All common
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headers and source code can be found in the following directory:
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DXSDK\Samples\Multimedia\Common
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