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: VertexShader Direct3D Sample
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//
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// Copyright (C) 1999-2001 Microsoft Corporation. All rights reserved.
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//-----------------------------------------------------------------------------
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Description
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===========
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This sample shows some of the effects that can be achieved using vertex
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shaders. Vertex shaders use a set of instructions, executed by the 3D
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device on a per-vertex basis, that can affect the properties of the
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vertex (positions, normal, color, tex coords, etc.) in interesting ways.
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Note that not all cards may support all the various features vertex shaders.
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For more information on vertex shaders, refer to the DirectX SDK
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documentation.
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Path
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====
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Source: DXSDK\Samples\Multimedia\VBSamples\Direct3D\VertexShader
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Executable: DXSDK\Samples\Multimedia\VBSamples\Direct3D\Bin
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User's Guide
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============
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The following keys are implemented.
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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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Programming vertex shaders is not a trivial task. Please read any vertex
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shader-specific documentation accompanying the DirectX SDK.
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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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classes and modules can be found in the following directory:
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DXSDK\Samples\Multimedia\VBSamples\Common
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