Advanced Animation with DirectX by Jim Adams

By Jim Adams

The timing of this book's liberate is unlucky simply because Microsoft made large alterations to DirectX nine in the course of 2004. accordingly, the code during this publication is totally out of date at the present time.

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Direct3D, но чтобы функция работала со всеми остальными примерами в этой книге, я добавил немного дополнений. Для выполнения функция InitD3D использует пять параметров (и стандартный возвращаемый тип COM HRESULT), как показано в прототипе функции: HRESULT InitD3D(IDirect3D9 **ppD3D, IDirect3DDevice9 **ppD3DDevice, HWND hWnd, BOOL ForceWindowed = FALSE, BOOL MultiThreaded = FALSE); После просмотра кода функции вам станет понятно назначение каждого параметра.

PMesh->LockVertexBuffer(D3DLOCK_READONLY, \ (void**)&SrcPtr); pMesh->pSkinMesh->LockVertexBuffer(0, (void**)&DestPtr); // Обновить скелетный меш, используя предоставленное преобразование pMesh->pSkinInfo->UpdateSkinnedMesh(pMesh->pBoneMatrices, \ NULL, SrcPtr, DestPtr); Функция завершается разблокированием буферов и возвращением кода успешного завершения. pMesh->UnlockVertexBuffer(); //Возвратить успех return S_OK; } Я немного умолчал об особенностях, но это не играет большой роли, пока вы не прочитаете главу 4.

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