Beginning DirectX 9 (Game Development Series) - download pdf or read online

By Wendy Jones

ISBN-10: 1592003494

ISBN-13: 9781592003495

This publication is terrible. The code is outmoded and as a rule it does not paintings. I needed to purchase it for a category and it was once a nightmare. which will study DirectX your at an advantage looking the internet. i might write extra, yet i do not are looking to waist anymore time in this booklet that I have already got.

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Extra info for Beginning DirectX 9 (Game Development Series)

Example text

This structure holds information about the source bitmap file, such as width, height, and bit depth. bmp into an offscreen surface. Remember: This surface must first be created with a call to CreateOffscreenPlainSurface. ■ pSrcFile. bmp”, NULL, D3DX_DEFAULT, 0, NULL ); if ( FAILED( hResult ) ) return NULL; Following this call, the bitmap will reside in memory and be ready for use in your game. Using DirectX to Render a Bitmap Now that you’ve seen how to create a surface and how to load a bitmap into it, it’s time to display it.

Type D3DPRESENT_PARAMETERS. This structure controls how the device will be presented, such as whether this is a windowed application or whether this device will include a backbuffer. 1 describes the preceding parameters in more detail. ■ ppReturnedDeviceInterface. Type IDirect3Ddevice9**. This is the variable that will contain the valid Direct3D device. After the device has been created, it’s possible to call other Direct3D methods and get something drawn to the screen. 1 D3DPRESENT_PARAMETERS Member Description BackBufferWidth The width of the backbuffer.

The final function that you need to make use of is EnumAdapterModes. This function fills in a D3DDISPLAYMODE structure for each of the modes available. Here’s the definition of the function EnumAdapterModes: HRESULT EnumAdapterModes( UINT Adapter, D3DFORMAT Format, UINT Mode, D3DDISPLAYMODE* pMode ); Again, the first parameter, Adapter, can be passed D3DADAPTER_DEFAULT. The second parameter format is the D3DFORMAT you are querying modes for. The third parameter, Mode, is the number of the mode you are looking at.

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Beginning DirectX 9 (Game Development Series) by Wendy Jones

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