World of Might and Magic
0.2.0
Open reimplementation of Might and Magic 6 7 8 game engine
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См. документацию.
10 extern void ErrHR(HRESULT, const char *, const char *, const char *, \
12 ErrHR(hr, "Direct3D", __FUNCTION__, __FILE__, __LINE__); \
75 void ClearTarget(
unsigned int bClearColor,
unsigned int uClearColor,
76 unsigned int bClearDepth,
float z_clear);
78 bool CreateTexture(
unsigned int uTextureWidth,
unsigned int uTextureHeight,
79 IDirectDrawSurface4 **pOutSurface,
80 IDirect3DTexture2 **pOutTexture,
bool bAlphaChannel,
81 bool bMipmaps,
unsigned int uMinDeviceTexDim);
109 extern struct pUnkTerrain *
Unks;
void GetAvailableDevices(RenderD3D__DevInfo **pOutDevices)
IDirectDrawSurface4 * pFrontBuffer
IDirectDrawSurface4 * pZBuffer
RenderD3D__DevInfo * pAvailableDevices
struct IDirectDrawClipper * pDDrawClipper
void HandleLostResources()
IDirect3DDevice3 * pDevice
EGLSurface EGLNativeWindowType * window
bool CreateDevice(unsigned int uDeviceID, int bWindowed, OSWindow *window)
RenderD3D_D3DDevDesc * ptr_4
IDirect3DViewport3 * pViewport
struct pUnkTerrain * Unks
unsigned int GetDeviceCaps()
IDirectDrawSurface4 * pBackBuffer
void Present(bool bForceBlit)
unsigned int bIsDeviceCompatible
struct RenderVertexD3D3 pVertices[50]
void ClearTarget(unsigned int bClearColor, unsigned int uClearColor, unsigned int bClearDepth, float z_clear)
RenderD3D__DevInfo * pInfo
bool CreateTexture(unsigned int uTextureWidth, unsigned int uTextureHeight, IDirectDrawSurface4 **pOutSurface, IDirect3DTexture2 **pOutTexture, bool bAlphaChannel, bool bMipmaps, unsigned int uMinDeviceTexDim)