• <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>
            隨筆 - 505  文章 - 1034  trackbacks - 0
            <2018年7月>
            24252627282930
            1234567
            891011121314
            15161718192021
            22232425262728
            2930311234


            子曾經(jīng)曰過:編程無他,唯手熟爾!

            常用鏈接

            留言簿(94)

            隨筆分類(649)

            隨筆檔案(505)

            相冊

            BCB

            Crytek

            • crymod
            • Crytek's Offical Modding Portal

            Game Industry

            OGRE

            other

            Programmers

            Qt

            WOW Stuff

            搜索

            •  

            積分與排名

            • 積分 - 911346
            • 排名 - 14

            最新隨筆

            最新評論

            閱讀排行榜

            評論排行榜


            把"Dwarf.x" 換成"tiny.x"顯示不正常,看來不是隨便一個.x文件都行,也可能是紋理的原因?必須用dds的?暫時還搞不清楚!

            這種實時的計算出頂點的方式太耗資源,用這種方式生成,然后導(dǎo)出,再放在游戲里面使用,才是比較可行的辦法。







            //=============================================================================
            // Desc: 主程序源文件
            //=============================================================================
            #include "dxstdafx.h"
            #include 
            "resource.h"
            #pragma warning(disable: 
            4995)


            //-----------------------------------------------------------------------------
            // 全局變量
            //-----------------------------------------------------------------------------
            ID3DXFont*                 g_pFont = NULL;          //ID3DXFont字體對象
            ID3DXSprite*               g_pTextSprite = NULL;    //ID3DXSprite文本精靈對象
            bool                       g_bShowHelp = true;      //標(biāo)識是否顯示簡單說明文本

            CDXUTDialogResourceManager g_DialogResourceManager; 
            //對話框資源管理器
            CD3DSettingsDlg            g_SettingsDlg;           //Direct3D設(shè)備設(shè)置對話框
            CDXUTDialog                g_HUD;                   //對話框
            CDXUTDialog                g_SampleUI;              //對話框

            LPD3DXMESH              g_pMesh          
            = NULL;   //原網(wǎng)格模型
            D3DMATERIAL9*           g_pMeshMaterials = NULL;   //網(wǎng)格模型材質(zhì)
            LPDIRECT3DTEXTURE9*     g_pMeshTextures  = NULL;   //網(wǎng)格模型紋理
            DWORD                   g_dwNumMaterials = 0L;     //材質(zhì)數(shù)量
            LPD3DXBUFFER            g_pAdjacencyBuffer = NULL; //網(wǎng)格模型面鄰接信息
            LPD3DXPMESH             g_pPMesh           = NULL; //層次細(xì)節(jié)網(wǎng)格模型


            //-----------------------------------------------------------------------------
            // 控件ID
            //-----------------------------------------------------------------------------
            #define IDC_TOGGLEFULLSCREEN      1
            #define IDC_TOGGLEREF             2
            #define IDC_CHANGEDEVICE          3
            #define IDC_DETAIL                4


            //-----------------------------------------------------------------------------
            // Desc: 函數(shù)聲明
            //------------------------------------------------------------------------------
            bool    CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat, bool bWindowed, void* pUserContext );
            bool    CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, const D3DCAPS9* pCaps, void* pUserContext );
            HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9
            * pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext );
            HRESULT CALLBACK OnResetDevice( IDirect3DDevice9
            * pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext );
            void    CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext );
            void    CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext );
            LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, 
            bool* pbNoFurtherProcessing, void* pUserContext );
            void    CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext );
            void    CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext );
            void    CALLBACK OnLostDevice( void* pUserContext );
            void    CALLBACK OnDestroyDevice( void* pUserContext );

            void    InitApp();
            void    RenderText();


            //-----------------------------------------------------------------------------
            // Desc: 入口函數(shù)
            //-----------------------------------------------------------------------------
            INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int )
            {
                
            //為Debug配置啟用運行時內(nèi)存檢查功能
            #if defined(DEBUG) | defined(_DEBUG)
                _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF 
            | _CRTDBG_LEAK_CHECK_DF );
            #endif

                
            //設(shè)置回調(diào)函數(shù)
                DXUTSetCallbackDeviceCreated( OnCreateDevice );
                DXUTSetCallbackDeviceReset( OnResetDevice );
                DXUTSetCallbackDeviceLost( OnLostDevice );
                DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
                DXUTSetCallbackMsgProc( MsgProc );
                DXUTSetCallbackKeyboard( KeyboardProc );
                DXUTSetCallbackFrameRender( OnFrameRender );
                DXUTSetCallbackFrameMove( OnFrameMove );

                
            //應(yīng)用程序相關(guān)的初始化
                InitApp();

                
            //初始化DXUT, 創(chuàng)建窗口, 創(chuàng)建Direct3D設(shè)備對象
                DXUTInit( truetruetrue );
                DXUTSetCursorSettings( 
            truetrue );
                DXUTCreateWindow( L
            "ProgressMesh" );
                DXUTCreateDevice( D3DADAPTER_DEFAULT, 
            true640480
                    IsDeviceAcceptable, ModifyDeviceSettings );

                
            //進入消息循環(huán)和場景渲染
                DXUTMainLoop();

                
            //在此進行應(yīng)用程序相關(guān)的清除工作

                
            return DXUTGetExitCode();
            }


            //-----------------------------------------------------------------------------
            // Desc: 應(yīng)用程序相關(guān)初始化
            //-----------------------------------------------------------------------------
            void InitApp()
            {
                
            //初始化對話框
                g_SettingsDlg.Init( &g_DialogResourceManager );
                g_HUD.Init( 
            &g_DialogResourceManager );
                g_SampleUI.Init( 
            &g_DialogResourceManager );

                
            //為g_HUD對話框設(shè)置消息處理函數(shù),添加控件
                g_HUD.SetCallback( OnGUIEvent ); 
                
            int iY = 10
                g_HUD.AddButton( IDC_TOGGLEFULLSCREEN, L
            "Toggle full screen"35, iY, 12522 );
                g_HUD.AddButton( IDC_TOGGLEREF, L
            "Toggle REF (F3)"35, iY += 2412522 );
                g_HUD.AddButton( IDC_CHANGEDEVICE, L
            "Change device (F2)"35, iY += 2412522, VK_F2 );

                
            //添加滑竿控件
                g_SampleUI.SetCallback( OnGUIEvent ); 
                g_SampleUI.AddSlider( IDC_DETAIL, 
            103620016444 );
            }


            //-----------------------------------------------------------------------------
            // Desc: 設(shè)備能力檢查
            //-----------------------------------------------------------------------------
            bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, 
                                              D3DFORMAT BackBufferFormat, 
            bool bWindowed, 
                                              
            void* pUserContext )
            {
                
            //檢查后臺緩沖區(qū)格式是否支持Alpha混合等操作(post pixel blending operations)
                IDirect3D9* pD3D = DXUTGetD3DObject(); 
                
            if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType,
                                AdapterFormat, D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, 
                                D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
                    
            return false;

                
            return true;
            }


            //-----------------------------------------------------------------------------
            // Desc: 修改Direct3D渲染設(shè)備設(shè)置
            //-----------------------------------------------------------------------------
            bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, 
                                                
            const D3DCAPS9* pCaps, void* pUserContext )
            {
                
            //如果不支持硬件頂點處理則使用軟件頂點處理
                if( (pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0)
                {
                    pDeviceSettings
            ->BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
                }

                
            //如果使用參考設(shè)備,則彈出警告對話框
                static bool s_bFirstTime = true;
                
            if( s_bFirstTime )
                {
                    s_bFirstTime 
            = false;
                    
            if( pDeviceSettings->DeviceType == D3DDEVTYPE_REF )
                        DXUTDisplaySwitchingToREFWarning();
                }

                
            return true;
            }


            //-----------------------------------------------------------------------------
            // Desc: 輔助函數(shù), 從絕對路徑中提取紋理文件名
            //-----------------------------------------------------------------------------
            void RemovePathFromFileName(LPSTR fullPath, LPWSTR fileName)
            {
                
            //先將fullPath的類型變換為LPWSTR
                WCHAR wszBuf[MAX_PATH];
                MultiByteToWideChar( CP_ACP, 
            0, fullPath, -1, wszBuf, MAX_PATH );
                wszBuf[MAX_PATH
            -1= L'\0';

                WCHAR
            * wszFullPath = wszBuf;

                
            //從絕對路徑中提取文件名
                LPWSTR pch=wcsrchr(wszFullPath,'\\');
                
            if (pch)
                    lstrcpy(fileName, 
            ++pch);
                
            else
                    lstrcpy(fileName, wszFullPath);
            }


            //-----------------------------------------------------------------------------
            // Desc: 在此創(chuàng)建管理內(nèi)存資源對象
            //-----------------------------------------------------------------------------
            HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice, 
                                            
            const D3DSURFACE_DESC* pBackBufferSurfaceDesc, 
                                            
            void* pUserContext )
            {
                HRESULT hr;

                V_RETURN( g_DialogResourceManager.OnCreateDevice( pd3dDevice ) );
                V_RETURN( g_SettingsDlg.OnCreateDevice( pd3dDevice ) );
                
                
            //創(chuàng)建字體
                V_RETURN( D3DXCreateFont( pd3dDevice, 150, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, 
                                     OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH 
            | FF_DONTCARE, 
                                     L
            "Arial"&g_pFont ) );

                
            //加載網(wǎng)格模型
                LPD3DXBUFFER pD3DXMtrlBuffer;

                V_RETURN( D3DXLoadMeshFromX( L
            "Dwarf.x", D3DXMESH_MANAGED, 
                                               pd3dDevice, 
            &g_pAdjacencyBuffer, 
                                               
            &pD3DXMtrlBuffer, NULL, &g_dwNumMaterials, 
                                               
            &g_pMesh ) );

                
            //提取材質(zhì)和紋理文件路徑
                D3DXMATERIAL* d3dxMaterials = (D3DXMATERIAL*)pD3DXMtrlBuffer->GetBufferPointer();
                g_pMeshMaterials 
            = new D3DMATERIAL9[g_dwNumMaterials];
                g_pMeshTextures  
            = new LPDIRECT3DTEXTURE9[g_dwNumMaterials];

                
            for( DWORD i=0; i<g_dwNumMaterials; i++ )
                {
                    g_pMeshMaterials[i] 
            = d3dxMaterials[i].MatD3D;
                    g_pMeshMaterials[i].Ambient 
            = g_pMeshMaterials[i].Diffuse;

                    
            //創(chuàng)建紋理
                    WCHAR fullname[256];
                    RemovePathFromFileName(d3dxMaterials[i].pTextureFilename,fullname);
                    g_pMeshTextures[i] 
            = NULL;
                    
            if( d3dxMaterials[i].pTextureFilename != NULL  && lstrlen(fullname)>0 )
                    {
                       V_RETURN( D3DXCreateTextureFromFile( pd3dDevice, fullname, 
            &g_pMeshTextures[i] ) );
                    }
                }

                pD3DXMtrlBuffer
            ->Release();

                LPD3DXMESH pTempMesh;  
            //臨時網(wǎng)格模型變量

                
            //整理原始網(wǎng)格模型
                V_RETURN( D3DXCleanMesh( D3DXCLEAN_SIMPLIFICATION, g_pMesh, 
                                               (DWORD
            *)g_pAdjacencyBuffer->GetBufferPointer(), &pTempMesh, 
                                               (DWORD
            *)g_pAdjacencyBuffer->GetBufferPointer(), NULL ) );
                SAFE_RELEASE( g_pMesh );
                g_pMesh 
            = pTempMesh;

                
            //熔合重復(fù)的頂點
                D3DXWELDEPSILONS Epsilons;
                ZeroMemory( 
            &Epsilons, sizeof(D3DXWELDEPSILONS) );
                V_RETURN( D3DXWeldVertices( g_pMesh, D3DXWELDEPSILONS_WELDPARTIALMATCHES,
                                                 
            &Epsilons, 
                                                 (DWORD
            *)g_pAdjacencyBuffer->GetBufferPointer(),  
                                                 (DWORD
            *)g_pAdjacencyBuffer->GetBufferPointer(),
                                                 NULL, NULL ) );

                
            //檢查處理、簡化后的網(wǎng)格模型是否有效
                V_RETURN(D3DXValidMesh( g_pMesh, (DWORD*)g_pAdjacencyBuffer->GetBufferPointer(), NULL ) );

                
            //生成層次細(xì)節(jié)網(wǎng)格模型
                V_RETURN(D3DXGeneratePMesh( g_pMesh, (DWORD*)g_pAdjacencyBuffer->GetBufferPointer(),
                                            NULL, NULL, 
            1, D3DXMESHSIMP_VERTEX, &g_pPMesh ) );

                DWORD cVerticesMin 
            = g_pPMesh->GetMinVertices();
                DWORD cVerticesMax 
            = g_pPMesh->GetMaxVertices();

                g_SampleUI.GetSlider( IDC_DETAIL )
            ->SetRange( cVerticesMin, cVerticesMax );
                g_SampleUI.GetSlider( IDC_DETAIL )
            ->SetValue( cVerticesMax );
                V_RETURN(g_pPMesh
            ->SetNumVertices(cVerticesMax));

                
            return hr;
            }


            //-----------------------------------------------------------------------------
            // Desc: 在此創(chuàng)建默認(rèn)內(nèi)存類型資源對象
            //-----------------------------------------------------------------------------
            HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice, 
                                            
            const D3DSURFACE_DESC* pBackBufferSurfaceDesc, 
                                            
            void* pUserContext )
            {
                HRESULT hr;

                V_RETURN( g_DialogResourceManager.OnResetDevice() );
                V_RETURN( g_SettingsDlg.OnResetDevice() );

                
            //設(shè)置對話框位置和尺寸
                g_HUD.SetLocation( pBackBufferSurfaceDesc->Width-1700 );
                g_HUD.SetSize( 
            170170 );
              
                g_SampleUI.SetLocation( 
            0, pBackBufferSurfaceDesc->Height-60 );
                g_SampleUI.SetSize( pBackBufferSurfaceDesc
            ->Width, 50 );
                g_SampleUI.GetControl( IDC_DETAIL )
            ->SetSize( pBackBufferSurfaceDesc->Width-2016 );

                
            //恢復(fù)字體
                if( g_pFont )
                    V_RETURN( g_pFont
            ->OnResetDevice() );
               
                
            //創(chuàng)建ID3DXSprite接口對象
                V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pTextSprite ) );

                
            //設(shè)置世界矩陣
                D3DXMATRIXA16 matWorld;
                D3DXMatrixTranslation( 
            &matWorld, 0-0.7f0);
                pd3dDevice
            ->SetTransform( D3DTS_WORLD, &matWorld );

                
            //設(shè)置觀察矩陣
                D3DXMATRIXA16 matView;
                D3DXVECTOR3 vEyePt( 
            0.0f0.0f,-4 );
                D3DXVECTOR3 vLookatPt( 
            0.0f0.0f0.0f );
                D3DXVECTOR3 vUpVec( 
            0.0f1.0f0.0f );
                D3DXMatrixLookAtLH( 
            &matView, &vEyePt, &vLookatPt, &vUpVec );
                pd3dDevice
            ->SetTransform( D3DTS_VIEW, &matView );

                
            //設(shè)置投影矩陣
                D3DXMATRIXA16 matProj;
                
            float fAspectRatio = (float)pBackBufferSurfaceDesc->Width / pBackBufferSurfaceDesc->Height;
                D3DXMatrixPerspectiveFovLH( 
            &matProj, D3DX_PI/4, fAspectRatio, 1.0f100.0f );
                pd3dDevice
            ->SetTransform( D3DTS_PROJECTION, &matProj );

                
            //設(shè)置環(huán)境光
                pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0xffffffff );

                
            return S_OK;
            }


            //-----------------------------------------------------------------------------
            // Desc: 更新場景
            //-----------------------------------------------------------------------------
            void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, 
                                       
            float fElapsedTime, void* pUserContext )
            {
            }


            //-----------------------------------------------------------------------------
            // Desc: 渲染場景
            //-----------------------------------------------------------------------------
            void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, 
                                        
            float fElapsedTime, void* pUserContext )
            {
                HRESULT hr;
              
                
            //如果正在利用Direct3D設(shè)備設(shè)置對話框進行設(shè)置, 則不渲染場景
                if( g_SettingsDlg.IsActive() )
                {
                    g_SettingsDlg.OnRender( fElapsedTime );
                    
            return;
                }

                
            //清除后臺顏色緩沖區(qū)和深度緩沖區(qū)
                V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 
                                     D3DCOLOR_ARGB(
            04550170), 1.0f0) );

                
            //渲染場景
                if( SUCCEEDED( pd3dDevice->BeginScene() ) )
                {
                    
            for(DWORD i=0; i<g_dwNumMaterials; i++)
                    {
                        pd3dDevice
            ->SetMaterial( &g_pMeshMaterials[i] );
                        pd3dDevice
            ->SetTexture( 0, g_pMeshTextures[i]);
                        g_pPMesh
            ->DrawSubset( i );
                    }

                    
            //渲染文本和控件
                    DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" ); 
                    RenderText();
                    V( g_HUD.OnRender( fElapsedTime ) );
                    V( g_SampleUI.OnRender( fElapsedTime ) );
                    DXUT_EndPerfEvent();

                    V( pd3dDevice
            ->EndScene() );
                }
            }


            //-----------------------------------------------------------------------------
            // Desc: 渲染文本
            //-----------------------------------------------------------------------------
            void RenderText()
            {
                CDXUTTextHelper txtHelper( g_pFont, g_pTextSprite, 
            15 );

                
            //顯示當(dāng)前Direct3D設(shè)備狀態(tài)和渲染幀速率
                txtHelper.Begin();
                txtHelper.SetInsertionPos( 
            55 );
                txtHelper.SetForegroundColor( D3DXCOLOR( 
            1.0f1.0f0.0f1.0f ) );
                txtHelper.DrawTextLine( DXUTGetFrameStats(
            true) );
                txtHelper.DrawTextLine( DXUTGetDeviceStats() );

                
            //顯示其他簡要信息
                txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f1.0f1.0f1.0f ) );
                txtHelper.DrawTextLine( L
            "層次細(xì)節(jié)網(wǎng)格模型" );
                txtHelper.DrawFormattedTextLine( L
            "頂點數(shù)量范圍: %u 到 %u\n"
                                                 L
            "當(dāng)前頂點數(shù)量: %d\n",
                                                 g_pPMesh
            ->GetMinVertices(),
                                                 g_pPMesh
            ->GetMaxVertices(),
                                                 g_pPMesh
            ->GetNumVertices() );
                
                
            //顯示簡單幫助文本
                const D3DSURFACE_DESC* pd3dsdBackBuffer = DXUTGetBackBufferSurfaceDesc();
                
            if( g_bShowHelp )
                {
                    txtHelper.SetInsertionPos( 
            10, pd3dsdBackBuffer->Height-15*6 );
                    txtHelper.SetForegroundColor( D3DXCOLOR( 
            1.0f0.75f0.0f1.0f ) );
                    txtHelper.DrawTextLine( L
            "Controls (F1 to hide):" );

                    txtHelper.SetInsertionPos( 
            40, pd3dsdBackBuffer->Height-15*5 );
                    txtHelper.DrawTextLine( L
            "Quit: ESC" );
                }
                
            else
                {
                    txtHelper.SetInsertionPos( 
            10, pd3dsdBackBuffer->Height-15*2 );
                    txtHelper.SetForegroundColor( D3DXCOLOR( 
            1.0f1.0f1.0f1.0f ) );
                    txtHelper.DrawTextLine( L
            "Press F1 for help" );
                }
                txtHelper.End();
            }


            //-----------------------------------------------------------------------------
            // Desc: 消息處理
            //-----------------------------------------------------------------------------
            LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, 
                                     
            bool* pbNoFurtherProcessing, void* pUserContext )
            {
                
            *pbNoFurtherProcessing = g_DialogResourceManager.MsgProc( hWnd, uMsg, wParam, lParam );
                
            if*pbNoFurtherProcessing )
                    
            return 0;

                
            if( g_SettingsDlg.IsActive() )
                {
                    g_SettingsDlg.MsgProc( hWnd, uMsg, wParam, lParam );
                    
            return 0;
                }

                
            *pbNoFurtherProcessing = g_HUD.MsgProc( hWnd, uMsg, wParam, lParam );
                
            if*pbNoFurtherProcessing )
                    
            return 0;
               
                
            *pbNoFurtherProcessing = g_SampleUI.MsgProc( hWnd, uMsg, wParam, lParam );
                
            if*pbNoFurtherProcessing )
                    
            return 0;

                
            return 0;
            }


            //-----------------------------------------------------------------------------
            // Desc: 鍵盤消息處理
            //-----------------------------------------------------------------------------
            void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext )
            {
                
            if( bKeyDown )
                {
                    
            switch( nChar )
                    {
                        
            case VK_F1: g_bShowHelp = !g_bShowHelp; break;
                    }
                }
            }


            //-----------------------------------------------------------------------------
            // Desc: 處理各種控件消息
            //-----------------------------------------------------------------------------
            void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, 
                                     
            void* pUserContext )
            {
                
            switch( nControlID )
                {
                    
            case IDC_TOGGLEFULLSCREEN:
                        DXUTToggleFullScreen(); 
                        
            break;

                    
            case IDC_TOGGLEREF:
                        DXUTToggleREF(); 
                        
            break;

                    
            case IDC_CHANGEDEVICE:
                        g_SettingsDlg.SetActive( 
            !g_SettingsDlg.IsActive() ); 
                        
            break;

                    
            case IDC_DETAIL:
                        g_pPMesh
            ->SetNumVertices( ((CDXUTSlider*)pControl)->GetValue() );
                        
            break;
                }
            }


            //-----------------------------------------------------------------------------
            // Desc: 釋放在OnResetDevice()中創(chuàng)建的資源
            //-----------------------------------------------------------------------------
            void CALLBACK OnLostDevice( void* pUserContext )
            {
                g_DialogResourceManager.OnLostDevice();
                g_SettingsDlg.OnLostDevice();
                
            if( g_pFont )
                    g_pFont
            ->OnLostDevice();
                SAFE_RELEASE( g_pTextSprite );
            }


            //------------------------------------------------------------------------------
            // Desc: 釋放在OnCreateDevice()中創(chuàng)建的資源
            //------------------------------------------------------------------------------
            void CALLBACK OnDestroyDevice( void* pUserContext )
            {
                g_DialogResourceManager.OnDestroyDevice();
                g_SettingsDlg.OnDestroyDevice();
                SAFE_RELEASE( g_pFont );

                
            if( g_pMeshMaterials != NULL ) 
                    delete[] g_pMeshMaterials;

                
            if( g_pMeshTextures )
                {
                    
            for( DWORD i = 0; i < g_dwNumMaterials; i++ )
                    {
                        
            if( g_pMeshTextures[i] )
                            g_pMeshTextures[i]
            ->Release();
                    }
                    delete[] g_pMeshTextures;
                }

                SAFE_RELEASE(g_pAdjacencyBuffer);
                SAFE_RELEASE(g_pMesh);
                SAFE_RELEASE(g_pPMesh);
            }



















            posted on 2008-04-03 00:02 七星重劍 閱讀(574) 評論(0)  編輯 收藏 引用 所屬分類: Game Graphics
            久久久国产视频| 午夜视频久久久久一区 | 99精品久久久久久久婷婷| 国产精品99久久久精品无码| 亚洲午夜久久久影院| 久久免费99精品国产自在现线 | 韩国三级大全久久网站| 99久久国产亚洲高清观看2024| 久久人人爽人人人人爽AV| 国产午夜精品久久久久九九电影| 99久久精品国产一区二区| 国产精品久久久亚洲| 伊人久久大香线蕉综合影院首页| 久久99国产精品成人欧美| 69SEX久久精品国产麻豆| 国产成人精品久久综合| 99久久99这里只有免费费精品| 99久久国产亚洲综合精品| 9久久9久久精品| 久久99热这里只频精品6| 久久久精品午夜免费不卡| 香蕉久久夜色精品国产尤物| 久久国产精品久久精品国产| 狠狠色丁香久久婷婷综合蜜芽五月| 欧美精品丝袜久久久中文字幕 | 久久久久无码专区亚洲av| 99精品久久久久久久婷婷| 国产精品成人99久久久久 | 亚洲欧美成人综合久久久| 国内精品久久久久影院亚洲| 国产精品久久久天天影视| 久久国产乱子伦精品免费强| 久久久久久久久66精品片| 94久久国产乱子伦精品免费 | 久久精品国产精品亚洲精品| 狠狠狠色丁香婷婷综合久久五月 | 69久久精品无码一区二区| 2021国产精品午夜久久| 综合久久国产九一剧情麻豆| 久久精品无码一区二区app| 一级做a爱片久久毛片|