Beginning Directx 9 by Wendy Jones

By Wendy Jones

There exists a spot within the video game programming industry the place starting programmers are discovering themselves with out an introductory advisor. current books specialize in the 3D component to DirectX simply, leaving readers with no entire realizing of DirectX. so one can absolutely comprehend DirectX and the sport programming technique, readers desire examples that construct on prior chapters to steer them via to the crowning glory of a playable video game. "Beginning DirectX nine" does simply that. Readers must have simple realizing of 3D math and C++. With this rudimentary event, "Beginning DirextX nine" permits readers to create a playable video game utilizing easy-to-understand examples.

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For instance, if you’re creating an overhead role-playing game, you need an area to store the tiles that represent the different terrain, as well as the graphics for your characters. An offscreen surface would be a perfect choice for this task. Graphics for use within DirectX are usually bitmaps. 1 shows an example bitmap that would be loaded for use in your game. 1 Example tiles for a 2D role playing game. note Some older video cards allow only for the creation of offscreen surfaces that are the same resolution as the primary buffer.

And if they do, will they give you the bit depth you want? That’s why, when you write a game that supports full screen, it’s best to query the hardware to make sure that it supports what your game needs. To do this, you use the functions provided to you by Direct3D through the IDirect3D9 interface. The first function you need was actually covered earlier: UINT IDirect3D9::GetAdapterCount(VOID); To recap a bit, this function returns an unsigned integer that holds the number of video adapters in the system.

PDirtyRegion details the region within the buffer that needs to be updated. Again, this value should be NULL to update the whole buffer. Cleaning Up The final thing to do in any DirectX application is to clean up and release the objects that you’ve used. For instance, at the beginning of your program, you created both a Direct3D object and a Direct3D device. When the application closes, you need to release these objects so that the resources they’ve used are returned to the system for reuse. COM objects, which DirectX is based on, keep a reference count that tells the system when it’s safe to remove these objects from memory.

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