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>
This commit is contained in:
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//-----------------------------------------------------------------------------
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// File: CreateDevice.cpp
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//
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// Desc: This is the first tutorial for using Direct3D. In this tutorial, all
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// we are doing is creating a Direct3D device and using it to clear the
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// window.
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//
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// Copyright (c) 2000-2001 Microsoft Corporation. All rights reserved.
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//-----------------------------------------------------------------------------
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#include <d3d8.h>
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//-----------------------------------------------------------------------------
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// Global variables
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//-----------------------------------------------------------------------------
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LPDIRECT3D8 g_pD3D = NULL; // Used to create the D3DDevice
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LPDIRECT3DDEVICE8 g_pd3dDevice = NULL; // Our rendering device
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//-----------------------------------------------------------------------------
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// Name: InitD3D()
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// Desc: Initializes Direct3D
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//-----------------------------------------------------------------------------
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HRESULT InitD3D( HWND hWnd )
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{
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// Create the D3D object, which is needed to create the D3DDevice.
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if( NULL == ( g_pD3D = Direct3DCreate8( D3D_SDK_VERSION ) ) )
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return E_FAIL;
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// Get the current desktop display mode
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D3DDISPLAYMODE d3ddm;
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if( FAILED( g_pD3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddm ) ) )
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return E_FAIL;
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// Set up the structure used to create the D3DDevice. Most parameters are
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// zeroed out. We set Windowed to TRUE, since we want to do D3D in a
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// window, and then set the SwapEffect to "discard", which is the most
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// efficient method of presenting the back buffer to the display. And
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// we request a back buffer format that matches the current desktop display
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// format.
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D3DPRESENT_PARAMETERS d3dpp;
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ZeroMemory( &d3dpp, sizeof(d3dpp) );
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d3dpp.Windowed = TRUE;
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d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
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d3dpp.BackBufferFormat = d3ddm.Format;
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// Create the Direct3D device. Here we are using the default adapter (most
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// systems only have one, unless they have multiple graphics hardware cards
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// installed) and requesting the HAL (which is saying we want the hardware
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// device rather than a software one). Software vertex processing is
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// specified since we know it will work on all cards. On cards that support
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// hardware vertex processing, though, we would see a big performance gain
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// by specifying hardware vertex processing.
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if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
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D3DCREATE_SOFTWARE_VERTEXPROCESSING,
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&d3dpp, &g_pd3dDevice ) ) )
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{
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return E_FAIL;
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}
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// Device state would normally be set here
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return S_OK;
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}
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//-----------------------------------------------------------------------------
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// Name: Cleanup()
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// Desc: Releases all previously initialized objects
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//-----------------------------------------------------------------------------
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VOID Cleanup()
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{
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if( g_pd3dDevice != NULL)
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g_pd3dDevice->Release();
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if( g_pD3D != NULL)
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g_pD3D->Release();
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}
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//-----------------------------------------------------------------------------
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// Name: Render()
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// Desc: Draws the scene
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//-----------------------------------------------------------------------------
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VOID Render()
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{
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if( NULL == g_pd3dDevice )
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return;
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// Clear the backbuffer to a blue color
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g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
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// Begin the scene
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g_pd3dDevice->BeginScene();
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// Rendering of scene objects can happen here
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// End the scene
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g_pd3dDevice->EndScene();
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// Present the backbuffer contents to the display
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g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
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}
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//-----------------------------------------------------------------------------
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// Name: MsgProc()
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// Desc: The window's message handler
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//-----------------------------------------------------------------------------
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LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
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{
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switch( msg )
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{
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case WM_DESTROY:
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PostQuitMessage( 0 );
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return 0;
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case WM_PAINT:
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Render();
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ValidateRect( hWnd, NULL );
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return 0;
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}
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return DefWindowProc( hWnd, msg, wParam, lParam );
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}
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//-----------------------------------------------------------------------------
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// Name: WinMain()
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// Desc: The application's entry point
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//-----------------------------------------------------------------------------
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INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
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{
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// Register the window class
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WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
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GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
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"D3D Tutorial", NULL };
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RegisterClassEx( &wc );
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// Create the application's window
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HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial 01: CreateDevice",
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WS_OVERLAPPEDWINDOW, 100, 100, 300, 300,
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GetDesktopWindow(), NULL, wc.hInstance, NULL );
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// Initialize Direct3D
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if( SUCCEEDED( InitD3D( hWnd ) ) )
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{
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// Show the window
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ShowWindow( hWnd, SW_SHOWDEFAULT );
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UpdateWindow( hWnd );
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// Enter the message loop
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MSG msg;
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while( GetMessage( &msg, NULL, 0, 0 ) )
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{
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TranslateMessage( &msg );
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DispatchMessage( &msg );
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}
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}
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// Clean up everything and exit the app
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Cleanup();
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UnregisterClass( "D3D Tutorial", wc.hInstance );
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return 0;
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}
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@@ -0,0 +1,99 @@
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# Microsoft Developer Studio Project File - Name="CreateDevice" - Package Owner=<4>
|
||||
# Microsoft Developer Studio Generated Build File, Format Version 6.00
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||||
# ** DO NOT EDIT **
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# TARGTYPE "Win32 (x86) Application" 0x0101
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CFG=CreateDevice - Win32 Debug
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||||
!MESSAGE This is not a valid makefile. To build this project using NMAKE,
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||||
!MESSAGE use the Export Makefile command and run
|
||||
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||||
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# Begin Project
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CPP=cl.exe
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MTL=midl.exe
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||||
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LINK32=link.exe
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# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /debug /machine:I386 /pdbtype:sept
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||||
# ADD LINK32 d3d8.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /debug /machine:I386 /pdbtype:sept /stack:0x200000,0x200000
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# Name "CreateDevice - Win32 Release"
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# Name "CreateDevice - Win32 Debug"
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|
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|
||||
SOURCE=.\CreateDevice.cpp
|
||||
# End Source File
|
||||
# Begin Source File
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|
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SOURCE=.\readme.txt
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# End Source File
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# End Project
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@@ -0,0 +1,29 @@
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Microsoft Developer Studio Workspace File, Format Version 6.00
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# WARNING: DO NOT EDIT OR DELETE THIS WORKSPACE FILE!
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###############################################################################
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Project: "CreateDevice"=.\CreateDevice.dsp - Package Owner=<4>
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@@ -0,0 +1,189 @@
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NULL=
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$(LINK32_FLAGS) $(LINK32_OBJS)
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|
||||
OUTDIR=.\Debug
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||||
INTDIR=.\Debug
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||||
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|
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|
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|
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|
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|
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|
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|
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|
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MTL=midl.exe
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|
||||
LINK32_FLAGS=d3d8.lib kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib /nologo /subsystem:windows /incremental:yes /pdb:"$(OUTDIR)\CreateDevice.pdb" /debug /machine:I386 /out:"$(OUTDIR)\CreateDevice.exe" /pdbtype:sept /stack:0x200000,0x200000
|
||||
LINK32_OBJS= \
|
||||
"$(INTDIR)\CreateDevice.obj"
|
||||
|
||||
"$(OUTDIR)\CreateDevice.exe" : "$(OUTDIR)" $(DEF_FILE) $(LINK32_OBJS)
|
||||
$(LINK32) @<<
|
||||
$(LINK32_FLAGS) $(LINK32_OBJS)
|
||||
<<
|
||||
|
||||
!ENDIF
|
||||
|
||||
|
||||
!IF "$(NO_EXTERNAL_DEPS)" != "1"
|
||||
!IF EXISTS("CreateDevice.dep")
|
||||
!INCLUDE "CreateDevice.dep"
|
||||
!ELSE
|
||||
!MESSAGE Warning: cannot find "CreateDevice.dep"
|
||||
!ENDIF
|
||||
!ENDIF
|
||||
|
||||
|
||||
!IF "$(CFG)" == "CreateDevice - Win32 Release" || "$(CFG)" == "CreateDevice - Win32 Debug"
|
||||
SOURCE=.\CreateDevice.cpp
|
||||
|
||||
"$(INTDIR)\CreateDevice.obj" : $(SOURCE) "$(INTDIR)"
|
||||
|
||||
|
||||
|
||||
!ENDIF
|
||||
|
||||
@@ -0,0 +1,25 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
// Name: CreateDevice Direct3D Tutorial
|
||||
//
|
||||
// Copyright (c) 2000-2001 Microsoft Corporation. All rights reserved.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
|
||||
Description
|
||||
===========
|
||||
The CreateDevice tutorial is the first tutorial for using the new Direct3D
|
||||
interfaces for DirectX 8. It shows how to create a Direct3DDevice8 object.
|
||||
|
||||
|
||||
Path
|
||||
====
|
||||
Source: DXSDK\Samples\Multimedia\D3D\Tutorials\Tut01_CreateDevice
|
||||
|
||||
|
||||
Programming Notes
|
||||
=================
|
||||
The first step of using Direct3D is creating a device. This tutorial is
|
||||
so simple, that nothing is rendered with the device. The device is used
|
||||
to clear the backbuffer and present the backbuffer contents, but that is
|
||||
all.
|
||||
|
||||
Reference in New Issue
Block a user