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Demonstrates how to initialize Direct3D. This sample is by far the simplest of all Direct3D samples on this page. If you know nothing about Direct3D, you probably need to start here. Check out the OpenGL source code page for the OpenGL equivalent of this sample.
Relevant C++ Keywords: Direct3DCreate9, GetAdapterDisplayMode, CheckDeviceFormat, GetDeviceCaps, CreateDevice, Clear, BeginScene, EndScene, Present, Release, D3D_SDK_VERSION, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, D3DFMT_D16, D3DCREATE_HARDWARE_VERTEXPROCESSING, D3DSWAPEFFECT_DISCARD, D3DCLEAR_TARGET, D3DCLEAR_ZBUFFER, D3DCOLOR_COLORVALUE, BackBufferFormat, SwapEffect, Windowed, EnableAutoDepthStencil, and AutoDepthStencilFormat.
Relevant C# Keywords: System.Windows.Forms.Form, System.Drawing.Size, SetStyle, ControlStyles.AllPaintingInWmPaint, ControlStyles.Opaque, Invalidate, Show, Manager.CheckDeviceFormat, Manager.Adapters.Default.Adapter, DeviceType.Hardware, Manager.Adapters.Default.CurrentDisplayMode.Format, Usage.DepthStencil, ResourceType.Surface, DepthFormat.D16, Caps, Manager.GetDeviceCaps, DeviceCaps.SupportsHardwareTransformAndLight, CreateFlags.HardwareVertexProcessing, CreateFlags.SoftwareVertexProcessing, PresentParameters, d3dpp.BackBufferFormat, Format.Unknown,SwapEffect, SwapEffect.DiscardWindowed, EnableAutoDepthStencil, AutoDepthStencilFormat, DepthFormat.D16, PresentationInterval, PresentInterval.Immediate, Clear, BeginScene, EndScene, and Present.
(Last Updated: 05/27/05 - C++)
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