コード例 #1
0
bool DG8Graphics::SetupGraphics(void)
{
	if((m_Direct3D = Direct3DCreate8(D3D_SDK_VERSION)) != NULL){
		if(m_Direct3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT,&m_DisplayMode) == D3D_OK){
			// Set up the structure used to create the D3DDevice
			D3DPRESENT_PARAMETERS d3dpp;
			memset(&d3dpp,0,sizeof(d3dpp) );
			d3dpp.Windowed = TRUE;
			d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
			d3dpp.BackBufferFormat = m_DisplayMode.Format;

			if(m_Direct3D->CreateDevice(	D3DADAPTER_DEFAULT, 
											D3DDEVTYPE_HAL, 
											m_platform->m_hwnd,
											D3DCREATE_SOFTWARE_VERTEXPROCESSING,
											&d3dpp,
											&m_RenderDevice) == D3D_OK){
				
				m_RenderDevice->SetRenderState(D3DRS_ZENABLE,D3DZB_TRUE);
				m_RenderDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESSEQUAL);

				Disable(IGraphics::LIGHTING);
				SetClearColour(0,0,0);

				return true;
			}
		}
	}


	return false;
}
コード例 #2
0
/**	OpenGL Constructor
 *	Enables the Graphics subsystem active and in 3D mode by default
 */
OGLGraphics::OGLGraphics()
{
	m_active		=	false;
	Enable3DMode	=	true;

	Enable(IGraphics::POLYGON);
	SetClearColour(0,0,0);
}
コード例 #3
0
ファイル: DX11.cpp プロジェクト: JJJohan/Engine
	DX11::DX11()
	{
		m_pSwapChain = NULL;
		m_pDevice = NULL;
		m_pDeviceContext = NULL;
		m_pRenderTargetView = NULL;
		m_pDepthStencilBuffer = NULL;
		m_pDepthStencilState = NULL;
		m_pDepthStencilView = NULL;
		m_pRasterState = NULL;
		m_renderScale = 1.0f;
		m_pBackBuffer = NULL;
#if defined(_DEBUG)
		m_pDebug = NULL;
#endif

		SetClearColour(0.0f, 0.0f, 0.25f, 1.0f);
	}