Files
Client/Library/dxx8/samples/Multimedia/Direct3D/Text3D
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
..

//-----------------------------------------------------------------------------
// Name: Text3D Direct3D Sample
// 
// Copyright (c) 1998-2001 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------


Description
===========
   The Text3D sample shows how to draw 2D text and 3D text in a 3D scene. This 
   is most useful for display stats, in game menus, etc.


Path
====
   Source:     DXSDK\Samples\Multimedia\D3D\Text3D
   Executable: DXSDK\Samples\Multimedia\D3D\Bin


User's Guide
============
   The following keys are implemented. The dropdown menus can be used for the
   same controls.
      <Enter>     Starts and stops the scene
      <Space>     Advances the scene by a small increment
      <F1>        Shows help or available commands.
      <F2>        Prompts user to select a new rendering device or display mode
      <Alt+Enter> Toggles between fullscreen and windowed modes
      <Esc>       Exits the app.


Programming Notes
=================
   This sample uses the common class, CD3DFont, to display 2D text in a 3D
   scene. The source code for the class can be found in the "common" directory
   (described below), and is of most interest to this sample. The class uses
   GDI to load a font and output each letter to a bitmap. That bitmap, in turn,
   is used to create a texture.

   When the CD3DFont class' DrawText() function is called, a vertex buffer is
   filled with polygons that are textured using the font texture created as 
   mentioned above. The polygons may be drawn as a 2D overlay (useful for
   printing stats, etc.) or truly integrated in the 3D scene.

   The sample also shows how to use D3DXCreateText() to create a D3DX mesh
   containing a 3D model of a text string.  Note that D3DXCreateText may not
   work with certain types of fonts, such as bitmap fonts and some symbol fonts.

   This sample makes use of common DirectX code (consisting of helper functions,
   etc.) that is shared with other samples on the DirectX SDK. All common
   headers and source code can be found in the following directory:
      DXSDK\Samples\Multimedia\Common