void GateDemo::onResetDevice() { mGfxStats->onResetDevice(); HR(mFX->OnResetDevice()); // The aspect ratio depends on the backbuffer dimensions, which can // possibly change after a reset. So rebuild the projection matrix. buildProjMtx(); }
void Game::onResetDevice() { HR(mFX->OnResetDevice()); HR(mFont->OnResetDevice()); gMyGameWorld->OnResetDevice(); mSprite->OnResetDevice(); // The aspect ratio depends on the backbuffer dimensions, which can // possibly change after a reset. So rebuild the projection matrix. buildProjMtx(); }
void CubeDemo::init(HWND* hWnd) { D3DRenderer::init(hWnd); mCameraRadius = 10.0f; mCameraRotationY = 1.2 * D3DX_PI; mCameraHeight = 5.0f; buildVertexBuffer(); buildIndexBuffer(); buildProjMtx(); initAllVertexDeclarations(); }
void CubeDemo::onResetDevice() { mGfxStats->onResetDevice(); buildProjMtx(); }