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:
@@ -0,0 +1,37 @@
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// Sample Name: AnimatePalette Sample
|
||||
//
|
||||
// Copyright (c) 1999-2001 Microsoft Corporation. All rights reserved.
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
|
||||
Description
|
||||
===========
|
||||
AnimatePalette demonstrates DirectDraw palette animation when in full-screen
|
||||
on a palettized surface.
|
||||
|
||||
Path
|
||||
====
|
||||
Source: DXSDK\Samples\Multimedia\DDraw\AnimatePalette
|
||||
|
||||
Executable: DXSDK\Samples\Multimedia\DDraw\Bin
|
||||
|
||||
User's Guide
|
||||
============
|
||||
AnimatePalette requires no user input. Press the ESC key to quit the program.
|
||||
|
||||
Programming Notes
|
||||
=================
|
||||
For details on how to setup a full-screen DirectDraw app, see the FullScreenMode
|
||||
sample.
|
||||
|
||||
To animate the palette on a palettized DirectDraw surface, call
|
||||
IDirectDrawPalette::GetEntries to retrieve the palette colors. Then every
|
||||
frame (or as often as desired) alter this array as needed, then set the new palette
|
||||
by first calling IDirectDraw::WaitForVerticalBlank( DDWAITVB_BLOCKBEGIN, NULL )
|
||||
to synchronize the palette change to a vertical blank, then
|
||||
call IDirectDrawPalette::SetEntries.
|
||||
|
||||
|
||||
Reference in New Issue
Block a user