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 CameraDemo::onResetDevice() { mGfxStats->onResetDevice(); mTerrain->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, 5000.0f); }
void GfxStatsDemo::onResetDevice() { mGfxStats->onResetDevice(); }
void CubeDemo::onResetDevice() { mGfxStats->onResetDevice(); buildProjMtx(); }