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>
53 lines
2.1 KiB
Plaintext
53 lines
2.1 KiB
Plaintext
//-----------------------------------------------------------------------------
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// Name: Text3D 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 Text3D sample shows how to draw 2D text and 3D text in a 3D scene. This
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is most useful for display stats, in game menus, etc.
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Path
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====
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Source: DXSDK\Samples\Multimedia\D3D\Text3D
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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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This sample uses the common class, CD3DFont, to display 2D text in a 3D
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scene. The source code for the class can be found in the "common" directory
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(described below), and is of most interest to this sample. The class uses
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GDI to load a font and output each letter to a bitmap. That bitmap, in turn,
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is used to create a texture.
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When the CD3DFont class' DrawText() function is called, a vertex buffer is
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filled with polygons that are textured using the font texture created as
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mentioned above. The polygons may be drawn as a 2D overlay (useful for
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printing stats, etc.) or truly integrated in the 3D scene.
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The sample also shows how to use D3DXCreateText() to create a D3DX mesh
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containing a 3D model of a text string. Note that D3DXCreateText may not
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work with certain types of fonts, such as bitmap fonts and some symbol fonts.
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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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