void PropsDemo::onResetDevice() { mGfxStats->onResetDevice(); mTerrain->onResetDevice(); mWater->onResetDevice(); HR(mFX->OnResetDevice()); HR(mGrassFX->OnResetDevice()); // The aspect ratio depends on the backbuffer dimensions, which can // possibly change after a reset. So rebuild the projection matrix. float w = (float)md3dPP.BackBufferWidth; float h = (float)md3dPP.BackBufferHeight; gCamera->setLens(D3DX_PI * 0.25f, w/h, 1.0f, 1000.0f); }
void StencilMirrorDemo::onResetDevice() { mGfxStats->onResetDevice(); HR(mFX->OnResetDevice()); buildProjMtx(); }
void XFileDemo::onResetDevice() { mGfxStats->onResetDevice(); HR(mFX->OnResetDevice()); buildProjMtx(); }
void AmbientDiffuseDemo::onResetDevice() { mGfxStats->onResetDevice(); HR(mFX->OnResetDevice()); buildProjMtx(); }
void Evolution::onResetDevice() { mGfxStats->onResetDevice(); HR(mFont->OnResetDevice()); HR(mFX->OnResetDevice()); buildProjMtx(); }
void SolarSysDemo::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 TriPickDemo::onResetDevice() { HR(m_FX->OnResetDevice()); HR(m_pCharacter->GetEffect()->OnResetDevice()); //Aspect ratio rely on the size of back buffer //Back buffer will change when user change window size, so we need to reset project matrix. float w = (float)md3dPP.BackBufferWidth; float h = (float)md3dPP.BackBufferHeight; g_Camera->setLens(D3DX_PI * 0.25f, w / h, 0.1f, 1000.0f); }
//----------------------------------------------------------------------------- // Name: RestoreDeviceObjects() // Desc: Restore device-memory objects and state after a device is created or // resized. //----------------------------------------------------------------------------- HRESULT CMyD3DApplication::RestoreDeviceObjects() { // InitDeviceObjects for file objects (build textures and vertex buffers) m_pShinyTeapot->RestoreDeviceObjects( m_pd3dDevice ); m_pSkyBox->RestoreDeviceObjects( m_pd3dDevice ); m_pFont->RestoreDeviceObjects(); m_pEffect->OnResetDevice(); m_pEffect->SetTexture( "texSphereMap", m_pSphereMap ); // Set the transform matrices FLOAT fAspect = (FLOAT) m_d3dsdBackBuffer.Width / (FLOAT) m_d3dsdBackBuffer.Height; D3DXMatrixPerspectiveFovLH( &m_matProject, D3DX_PI * 0.4f, fAspect, 0.5f, 100.0f ); return S_OK; }
//////////////////////////////////////////////////////////////// // // CEffectTemplateImpl::OnResetDevice // // Recreate device stuff // //////////////////////////////////////////////////////////////// void CEffectTemplateImpl::OnResetDevice ( void ) { m_pD3DEffect->OnResetDevice (); }