Files
Client/Engine/Zalla3D Base Class/VertexBuffer.cpp
LGram16 e067522598 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>
2025-11-29 16:24:34 +09:00

69 lines
2.3 KiB
C++

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