Beginning DirectX 9 (Game Development Series) by Wendy Jones

By Wendy Jones

This ebook is terrible. The code is outmoded and more often than not it does not paintings. I needed to purchase it for a category and it used to be a nightmare. for you to research DirectX your looking out the internet. i might write extra, yet i do not are looking to waist anymore time in this e-book that I have already got.

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Extra resources for Beginning DirectX 9 (Game Development Series)

Example text

I took the initDirect3D function from previous examples and changed it to gather the needed information from the video adapter. bool initDirect3D() { pD3D = NULL; // Create the DirectX object if( NULL == ( pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) ) { return false; } First you create the Direct3D object. You’ll use this to access the needed functions. // This section gets the adapter details D3DADAPTER_IDENTIFIER9 ident; pD3D->GetAdapterIdentifier(D3DADAPTER_DEFAULT, 0, &ident); Here I defined a D3DADAPTER_IDENTIFIER9 structure and passed it into the GetAdapterIdentifier function.

If more than one adapter is available, the first card is the primary adapter. Creating the Rendering Device The Direct3D device, through the IDirect3DDevice9 interface, provides the methods that applications use to render to the screen. It’s through this interface that all drawing for your game must be done. The Direct3D device is created with a call to CreateDevice. HRESULT CreateDevice( UINT Adapter, D3DDEVTYPE DeviceType, HWND hFocusWindow, DWORD BehaviorFlags, D3DPRESENT_PARAMETERS *pPresentationParameters, IDirect3DDevice9** ppReturnedDeviceInterface ); The resulting device object will be used throughout your game to access the video adapter for drawing.

After the class is registered, the application can create the needed window. The following code example registers a generic window with the system and then uses this class to create a default window. /****************************************************************************** * bool initWindow( HINSTANCE hInstance ) * initWindow registers the window class for the application, creates the window ******************************************************************************/ bool initWindow( HINSTANCE hInstance ) { WNDCLASSEX wcex; // Fill in the WNDCLASSEX structure.

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