void ResizeWindowDX10(int width, int height) { GutResetGraphicsDeviceDX10(); // g_Font.SetConsoleResolution(width, height); g_Font.BuildMesh(); }
void ResizeWindowDX10(int width, int height) { GutResetGraphicsDeviceDX10(); float aspect = (float) height / (float) width; g_proj_matrix = GutMatrixPerspectiveRH_DirectX(90.0f, aspect, 0.1f, 100.0f); }
void ResizeWindowDX10(int width, int height) { GutResetGraphicsDeviceDX10(); // 投影矩陣, 重設水平跟垂直方向的視角. float aspect = (float) height / (float) width; g_proj_matrix = GutMatrixPerspectiveRH_DirectX(g_fFovW, aspect, 0.5f, 1000.0f); }
void ResizeWindowDX10(int width, int height) { GutResetGraphicsDeviceDX10(); // 投影矩陣, 重設水平跟垂直方向的視角. float aspect = (float) height / (float) width; g_fOrthoWidth = g_fOrthoSize; g_fOrthoHeight = g_fOrthoSize; if ( aspect > 1.0f ) g_fOrthoHeight *= aspect; else g_fOrthoWidth /= aspect; g_proj_matrix = GutMatrixOrthoRH_DirectX(g_fOrthoWidth, g_fOrthoHeight, 0.1f, 100.0f); }
void ResizeWindowDX10(int width, int height) { GutResetGraphicsDeviceDX10(); ReInitResourceDX10(); }
void ResizeWindowDX10(int width, int height) { GutResetGraphicsDeviceDX10(); float aspect = (float) height / (float) width; g_proj_matrix = GutMatrixPerspectiveRH_DirectX(g_fFovW, aspect, g_fNear, g_fFar); }
void ResizeWindowDX10(int width, int height) { GutResetGraphicsDeviceDX10(); float aspect = (float) height / (float) width; D3DXMatrixPerspectiveFovRH(&g_proj_matrix, FastMath::DegreeToRadian(90.0f), aspect, 0.1f, 100.0f); }