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>
42 lines
1.5 KiB
Plaintext
42 lines
1.5 KiB
Plaintext
//-----------------------------------------------------------------------------
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// Name: MFCFog 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 MFCFog sample illustrates how to use Direct3D with MFC, using a
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CFormView. Various controls are used to control fog parameters for the 3D
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scene.
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Path
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====
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Source: DXSDK\Samples\Multimedia\D3D\MFCFog
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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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All user interaction for this sample is implemented through the visible MFC
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controls (sliders, radio buttons, etc.). The user is encouraged to play with
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controls and observe the various effects they have on the rendered 3D scene.
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Programming Notes
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=================
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All the MFC code is contained with the CFormView class' derived member
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functions. The code for the MFC and D3D initialization code can be found in
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the d3dapp.cpp source file. This file can be easily ported to work with
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another app, by simply stripping out the fog-related code.
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The Direct3D fog code is all contained in fog.cpp. Here you'll find functions
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to initialize, animate, render, and cleanup the scene.
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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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