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: VolumeTexture 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 VolumeTexture sample illustrates how to use the new volume textures in
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Direct3D. Normally, a texture is thought of as a 2D image, which have a
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width and a height and whose "texels" are addressed with two coordinate,
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tu and tv. Volume textures are the 3D counterparts, with a width, height,
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and depth, are are addressed with three coordinates, tu, tv, and tw.
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Volume textures can be used for interesting effects like patchy fog,
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explosions, etc..
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Note that not all cards support all features for volume textures. For more
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information on volume textures, refer to the DirectX SDK documentation.
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Path
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====
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Source: DXSDK\Samples\Multimedia\D3D\VolumeTexture
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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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Volume textures are no more difficult to use than 3D textures. In this
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sample source code, look for the vertex declaration (which has a third
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texture coordinate), texture creation (which also takes a depth dimension),
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and texture locking (again with the third dimension). The 3D rasterizer
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interpolates texel values much as it would for 2D textures.
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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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