By Alan Thorn
DirectX nine photographs: The Definitive consultant to Direct3D presents an in depth and finished advisor to getting began with DirectX, with a particular specialize in Direct3D, a expertise designed to create interactive multimedia items. This ebook demystifies DirectX, beginning with the fundamentals of developing a DirectX software and completing with the intricacies of real-time 3D animation. easy methods to: Create and render 3D worlds. Use index and vertex buffers to symbolize 3D primitives. practice 3D mathematical concept to picture layout. Export 3D versions from 3D rendering functions and import them into DirectX as meshes. keep and cargo information utilizing X records. Create snow, rain, fog, and extra utilizing aspect sprites and particle structures. Animate pixel info on textures. increase your online game international with real-time lights and texture mapping. hire skeletal animation to animate meshes.
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Usually you will pass NULL. [ NOTE. DirectX also provides other means to load images onto surfaces: D3DXLoadSurfaceFromFileInMemory, D3DXLoadSurfaceFromMemory, D3DXLoadSurfaceFromResource, and D3DXLoadSurfaceFromSurface. The following code demonstrates how to load an image from a file onto a surface. Notice how simple a process it really is. IDirect3DSurface9 *Surface; //... Chapter 2 LPCTSTR pSrcFile 42 Chapter 2: Starting DirectX — Your First Program //Loads a surface from a file D3DXLoadSurfaceFromFile(Surface, NULL, NULL, Path, NULL, D3DX_FILTER_NONE, 0, NULL); Copying Surfaces Copying image data from one surface onto another is a simple process.
You’ve probably guessed already how you might show an image in the window. That’s right; you need to copy your surface to the back buffer surface on each frame. Remember, the back buffer is a surface too. It’s a working area where an image is composed and then pushed to the front (flipped) where it can be seen in the window. This occurs on every frame. Before we can actually copy data to the back buffer we’ll need its IDirect3DSurface9 pointer. This is because we’ll need to pass it to the UpdateSurface function as the destination surface for the copying operation.
To check this status you can call the TestCooperativeLevel method of IDirect3DDevice9. It requires no parameters. If the function succeeds, then the device is operational and the application can continue. If it returns D3DERR_DEVICELOST, then the device has been lost and is still being used by another process. Finally, if it returns D3DERR_DEVICENOTRESET, this means the device was lost and is now ready to be reset and set up again by your application; in other words, your program has focus again.