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>
63 lines
2.6 KiB
Plaintext
63 lines
2.6 KiB
Plaintext
//-----------------------------------------------------------------------------
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// Name: ProgressiveMesh 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 ProgressiveMesh sample illustrates how to load and optimize a file-based
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mesh using the D3DX mesh utility functions. A progressive mesh is one in
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which the vertex information is stored internally in a special tree which
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can be accessed to render the mesh with any given number of vertices. This
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procedure is fast, so progressive meshes are ideal for level-of-detail
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scenarios, where objects in the distance are render with fewer polygons.
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For more info on D3DX, refer to the DirectX SDK documentation.
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Path
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====
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Source: DXSDK\Samples\Multimedia\D3D\ProgressiveMesh
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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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<Up> Adds one vertex to the progressive mesh
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<Down> Subtracts one vertex to the progressive mesh
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<Page Up> Adds 100 vertices to the progressive mesh
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<Page Dn> Subtracts 100 vertices to the progressive mesh
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<Home> Displays all available vertices for the progressive mesh
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<End> Displays the minimum vertices for the progressive mesh
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Programming Notes
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=================
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Many Direct3D samples on the DirectX SDK use file-based meshes. This sample
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is a good sample to look to see the bare bones code necessary for loading a
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mesh. Note that the D3DX mesh loading functionality collapses the frame
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hierarchy of a .x file into one mesh.
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The main difference for using progressive meshes is the call to
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SetNumVertices() for the mesh.
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For other samples, the bare bones D3DX mesh functionality is wrapped in a
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common class class CD3DMesh. If it is desired to keep the frame hierarchy,
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the common class CD3DFile can be used.
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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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