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>
58 lines
2.3 KiB
Plaintext
58 lines
2.3 KiB
Plaintext
//-----------------------------------------------------------------------------
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// Name: StencilDepth 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 StencilDepth sample uses stencil buffers to display the depth complexity
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of a scene. The depth complextity of a scene is defined as the average
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number of times each pixel is rendered to.
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Stencil buffers are a depth buffer technique that can be updated as
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geometry is rendered, and used again as a mask for drawing more geometry.
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Common effects include mirrors, shadows (an advanced technique), dissolves,
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etc..
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Note that not all cards support all features for all the various stencil
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buffer techniques (some hardware has no, or limited, stencil buffer
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support). For more information on stencil buffers, 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\D3D\StencilBuffer\StencilDepth
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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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Displaying depth complexity is a valuable tool to analyze the performance of
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a scene. Scenes with high amounts of overdraw could benefit from some scene
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optimization, such as sorting the geometry in a front-to-back order.
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Note that not all cards support all features for all the various stencil
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buffer techniques (some hardware has no, or limited, stencil buffer
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support). For more information on stencil buffers, refer to the DirectX SDK
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documentation.
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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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