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本文整理汇总了C++中zedTrace函数的典型用法代码示例。如果您正苦于以下问题:C++ zedTrace函数的具体用法?C++ zedTrace怎么用?C++ zedTrace使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。 在下文中一共展示了zedTrace函数的19个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。 示例1: zedTrace ZED_UINT32 Game::PreInitialise( ) { m_pWindow = new ZED::System::LinuxWindow( ); if( !m_pWindow ) { zedTrace( "[Blood Bullet::Game::PreInitialise] <ERROR> " "Failed to create a new window/n" ); return ZED_FAIL; } m_pRenderer = new ZED::Renderer::LinuxRendererOGL3( ); if( !m_pRenderer ) { zedTrace( "[Blood Bullet::Game::PreInitialise] <ERROR> " "Failed to create a new renderer/n" ); return ZED_FAIL; } m_pInputManager = new ZED::System::LinuxInputManager( ); if( !m_pInputManager ) { zedTrace( "[Blood Bullet::Game::PreInitialise] <ERROR> " "Failed to create new input manager/n" ); return ZED_FAIL; } return ZED_OK; }
开发者ID:RedRingRico,项目名称:BloodBullet,代码行数:34,
示例2: Determinate Matrix3x3 &Matrix3x3::Inverse( ) { // Compute determinate ZED_FLOAT32 Det = Determinate( ); if( ZED::Arithmetic::IsZero( Det ) ) { zedTrace( "Error: Matrix::Inverse -- singular matrix!" ); return *this; } // Set this matrix as the adjoint and multiply by 1/Det to get the // inverse ZED_FLOAT32 InverseDet = 1.0f / Det; *this = Adjoint( ); m_M[ 0 ] *= InverseDet; m_M[ 1 ] *= InverseDet; m_M[ 2 ] *= InverseDet; m_M[ 3 ] *= InverseDet; m_M[ 4 ] *= InverseDet; m_M[ 5 ] *= InverseDet; m_M[ 6 ] *= InverseDet; m_M[ 7 ] *= InverseDet; m_M[ 8 ] *= InverseDet; return *this; }
开发者ID:FashGek,项目名称:ZED,代码行数:28,
示例3: DistanceSqSSE4a ZED_FLOAT32 DistanceSqSSE4a( const Vector4 &p_Vec1, const Vector4 &p_Vec2 ) { zedTrace( "You shouldn't have called this function/n/n" ); zedAssert( false ); return 2.0f; }
开发者ID:FashGek,项目名称:ZED,代码行数:7,
示例4: zedTrace ZED_UINT32 WindowsRendererOGL3::SetHDC( const HDC &p_HDC ) { if( !p_HDC ) { zedTrace( "Failed to set the HDC" ); return ZED_FAIL; } m_HDC = p_HDC; return ZED_OK; }
开发者ID:FashGek,项目名称:ZED,代码行数:12,
示例5: zedTrace ZED_UINT32 WindowsRendererOGL2::SetHDC( const HDC &p_HDC ) { if( !p_HDC ) { zedTrace( "[ZED|Renderer|WindowsRendererOGL2|SetHDC]" " <ERROR> Failed to set HDC./n" ); return ZED_FAIL; } m_HDC = p_HDC; return ZED_OK; }
开发者ID:FashGek,项目名称:ZED,代码行数:13,
示例6: zedAssert Vector4 Vector4::operator/( const ZED_FLOAT32 p_Scalar ) const { // Just check if the scalar is zero... if( ZED::Arithmetic::IsZero( p_Scalar ) ) { zedAssert( ZED_FALSE ); zedTrace( "[ERROR | Vector4::operator/] Scalar is zero/n" ); return *this; } return Vector4( m_X/p_Scalar, m_Y/p_Scalar, m_Z/p_Scalar, m_W/p_Scalar ); }
开发者ID:FashGek,项目名称:ZED,代码行数:13,
示例7: Array //-------- // [Function] // Array constructor // [Parameters] // p_Capacity - The initial capacity of the array being created // p_Growth - How much to grow the array each time the capcaity is // exceeded // [Description] // Creates an array of size p_Capacity and sets the growth rate // when the array needs to allocate more slots. //-------- Array( ZED_UINT32 p_Capacity, ZED_UINT32 p_Growth ) { if( p_Capacity <= 0 ) { // Nothing to do zedTrace( "Error, array could not be created sucessfully/n" ); } else { m_pArray = new T[ p_Capacity ]; m_Capacity = p_Capacity; m_Growth = p_Growth; } }
开发者ID:FashGek,项目名称:ZED,代码行数:25,
示例8: switch ZED_UINT32 GLShader::SetAttributeTypes( const ZED_SHADER_ATTRIBUTE_MAP *p_pAttributes, const ZED_MEMSIZE p_Count ) { m_pAttributes = new ZED_SHADER_ATTRIBUTE_MAP[ p_Count ]; m_AttributeCount = p_Count; // If already linked, set the linked flag to zero if( ( m_Flags && 0x3 ) ) { m_Flags != 0x3; } // Copy over the attributes (need to copy the string in this // manner) ZED_MEMSIZE VertexIndex = 0; ZED_MEMSIZE FragmentIndex = 0; for( ZED_MEMSIZE i = 0; i < p_Count; i++ ) { switch( p_pAttributes[ i ].Type ) { case ZED_VERTEX_SHADER: { m_pAttributes[ i ].Index = VertexIndex; VertexIndex++; break; } case ZED_FRAGMENT_SHADER: { m_pAttributes[ i ].Index = FragmentIndex; FragmentIndex++; break; } default: { zedTrace( "[ZED::Renderer::GLShader::" "SetAttributeTypes] <WARN> Unknown attribute " "type./n" ); break; } } m_pAttributes[ i ].Type = p_pAttributes[ i ].Type; ZED_MEMSIZE NameSize = strlen( p_pAttributes[ i ].pName ); m_pAttributes[ i ].pName = new char[ NameSize ]; strcpy( m_pAttributes[ i ].pName, p_pAttributes[ i ].pName ); } return ZED_OK; }
开发者ID:FashGek,项目名称:ZED,代码行数:49,
示例9: zedAssert void Vector2::Normalise( ) { ZED_FLOAT32 Length = m_X*m_X + m_Y*m_Y; zedAssert( ZED_FALSE ); if( ZED::Arithmetic::IsZero( Length ) ) { zedTrace( "[ZED:Arithmetic:Vector2:Normalise] <WARN> " "Magnitude is zero/n" ); } else { ZED_FLOAT32 Factor = 1.0f / Length; m_X *= Factor; m_Y *= Factor; } }
开发者ID:FashGek,项目名称:ZED,代码行数:18,
示例10: zglDetachShader ZED_UINT32 GLShader::AttachShaders( ) { // Get rid of the program as it's now being re-compiled if( m_ProgramID != 0 ) { // Also, detach the shaders if they weren't already if( zglIsShader( m_VertexID ) ) { zglDetachShader( m_ProgramID, m_VertexID ); } if( zglIsShader( m_FragmentID ) ) { zglDetachShader( m_ProgramID, m_FragmentID ); } zglDeleteProgram( m_ProgramID ); } // Now that (hopefully) the shaders are good to go, attach // them, linking is done upon calling Link (naturally) m_ProgramID = zglCreateProgram( ); // Was the program created? if( m_ProgramID == 0 ) { zedAssert( ZED_FALSE ); zedTrace( "[ ZED | GLSahder | Activate | ERROR] " "Program was not created" ); return ZED_GRAPHICS_ERROR; } if( zglIsShader( m_VertexID ) ) { zglAttachShader( m_ProgramID, m_VertexID ); } if( zglIsShader( m_FragmentID ) ) { zglAttachShader( m_ProgramID, m_FragmentID ); } return ZED_OK; }
开发者ID:FashGek,项目名称:ZED,代码行数:44,
示例11: zedTrace ZED_UINT32 XboxRenderer::SetMode( const ZED_UINT32 p_Stage, const ZED_VIEWMODE p_Mode ) { D3DVIEWPORT8 Viewport; if( !m_Running ) { return ZED_FAIL; } if( ( m_Stage > 3 ) || ( m_Stage < 0 ) ) { m_Stage = 0; } if( m_Mode != p_Mode ) { m_Mode = p_Mode; } // Flush all Vertex Caches before the mode switch makes things // not work //UNCOMMENTm_pVertexManager->ForceFlushAll( ); // If the mode is in screen space, use its matrices instead if( p_Mode == ZED_VIEW_SCREEN ) { Viewport.X = 0; Viewport.Y = 0; Viewport.Width = m_Canvas.GetWidth( ); Viewport.Height = m_Canvas.GetHeight( ); Viewport.MinZ = 0.0f; Viewport.MaxZ = 1.0f; if( FAILED( m_pDevice->SetViewport( &Viewport ) ) ) { return ZED_FAIL; } } // Perspective or orthogonal projection else { m_Stage = p_Stage; // Setup the viewport Viewport.X = m_Viewport[ p_Stage ].X; Viewport.Y = m_Viewport[ p_Stage ].Y; Viewport.Width = m_Viewport[ p_Stage ].Width; Viewport.Height = m_Viewport[ p_Stage ].Height; Viewport.MinZ = 0.0f; Viewport.MaxZ = 1.0f; if( FAILED( m_pDevice->SetViewport( &Viewport ) ) ) { zedTrace( "XboxRenderer::SetMode - Could not set viewport for " "stage %d", p_Stage ); return ZED_FAIL; } CalcViewProjMatrix( ); CalcWorldViewProjMatrix( ); } return ZED_OK; }
开发者ID:FashGek,项目名称:ZED,代码行数:66,
示例12: MagnitudeSqSSE4a ZED_FLOAT32 MagnitudeSqSSE4a( const Vector3 &p_Vec ) { zedTrace( "You shouldn't have called this function/n/n" ); zedAssert( false ); return 2.0f; }
开发者ID:FashGek,项目名称:ZED,代码行数:6,
示例13: zedTrace ZED_UINT32 Game::Initialise( ) { m_pWindow = new ZED::System::LinuxWindow( ); if( !m_pWindow ) { zedTrace( "[Papanak::Game::Initialise] <ERROR> " "Failed to create a new window/n" ); return ZED_FAIL; } m_pRenderer = new ZED::Renderer::LinuxRendererOGL3( ); if( !m_pRenderer ) { zedTrace( "[Papanak::Game::Initialise] <ERROR> " "Failed to create a new renderer/n" ); return ZED_FAIL; } ZED_UINT32 X = 0, Y = 0, Width = 1280, Height = 720; ZED_UINT32 WindowStyle = ZED_WINDOW_STYLE_MINIMISE | ZED_WINDOW_STYLE_CLOSE | ZED_WINDOW_STYLE_TITLEBAR | ZED_WINDOW_STYLE_MOVE; if( m_pWindow->Create( X, Y, Width, Height, 0, 0, WindowStyle ) != ZED_OK ) { zedTrace( "[Papanak::Game::Initialise] <ERROR> " "Failed to create window/n" ); return ZED_FAIL; } m_Canvas.Width( Width ); m_Canvas.Height( Height ); m_Canvas.BackBufferCount( 1 ); m_Canvas.ColourFormat( ZED_FORMAT_ARGB8 ); m_Canvas.DepthStencilFormat( ZED_FORMAT_D24S8 ); if( m_pRenderer->Create( m_Canvas, ( *m_pWindow ) ) != ZED_OK ) { zedTrace( "[Papanak::Game::Initialise] <ERROR> " "Failed to create renderer/n" ); return ZED_FAIL; } m_pRenderer->ClearColour( 0.125, 0.0f, 0.125f ); m_pRenderer->RenderState( ZED_RENDERSTATE_CULLMODE, ZED_CULLMODE_NONE ); m_pRenderer->RenderState( ZED_RENDERSTATE_DEPTH, ZED_ENABLE ); ZED::System::WINDOWDATA WindowData = m_pWindow->WindowData( ); m_pInputManager = new ZED::System::LinuxInputManager( WindowData ); if( !m_pInputManager ) { zedTrace( "[Papanak::Game::Initialise] <ERROR> " "Failed to create new input manager/n" ); } m_pInputManager->AddDevice( &m_Keyboard ); return ZED_OK; }
开发者ID:RedRingRico,项目名称:Papanak,代码行数:68,
示例14: zglCreateProgram ZED_UINT32 GLShader::SetUniformTypes( const ZED_SHADER_UNIFORM_MAP *p_pTypes, const ZED_MEMSIZE p_Count ) { // Link before getting the location // Check if the shader has been linked already if( !( m_Flags && 0x3 ) ) { // Link the program m_ProgramID = zglCreateProgram( ); if( m_ProgramID == 0 ) { zedTrace( "[ZED::Renderer::GLShader::Activate] <ERROR> " "Failed to create program for shader./n" ); return ZED_GRAPHICS_ERROR; } // Attach shader if( zglIsShader( m_VertexID ) ) { zglAttachShader( m_ProgramID, m_VertexID ); } if( zglIsShader( m_FragmentID ) ) { zglAttachShader( m_ProgramID, m_FragmentID ); } // Need to set up the attributes (if any) for( ZED_MEMSIZE i = 0; i < m_AttributeCount; i++ ) { switch( m_pAttributes[ i ].Type ) { case ZED_VERTEX_SHADER: { zglBindAttribLocation( m_ProgramID, m_pAttributes[ i ].Index, m_pAttributes[ i ].pName ); break; } case ZED_FRAGMENT_SHADER: { zglBindFragDataLocation( m_ProgramID, m_pAttributes[ i ].Index, m_pAttributes[ i ].pName ); break; } default: { zedTrace( "[ZED::Renderer::GLShader::" "SetUniformTypes] <WARN> Unknown shader " "attribute type./n" ); } } } zglLinkProgram( m_ProgramID ); // Was this linked properly? GLint Error; zglGetProgramiv( m_ProgramID, GL_LINK_STATUS, &Error ); if( Error == GL_FALSE ) { zedTrace( "[ZED::Renderer::GLShader::SetUnifromTypes] " "<ERROR> Failed to link program./n" ); GLsizei Length = 0; GLchar *pLog = ZED_NULL; zglGetProgramiv( m_ProgramID, GL_INFO_LOG_LENGTH, &Length ); pLog = new GLchar[ Length ]; zglGetProgramInfoLog( m_ProgramID, Length, &Length, pLog ); zedTrace( "%s/n", pLog ); delete [ ] pLog; return ZED_FAIL; } // Set the linked status m_Flags |= 0x3; } // NO ERROR CHECKING! m_pUniformMap = new ZED_SHADER_UNIFORM_MAP[ p_Count ]; // Find each location and set it up for( ZED_MEMSIZE i = 0; i < p_Count; i++ ) { m_pUniformMap[ i ].Location = zglGetUniformLocation( m_ProgramID, p_pTypes[ i ].pName ); m_pUniformMap[ i ].Index = p_pTypes[ i ].Index; m_pUniformMap[ i ].Type = p_pTypes[ i ].Type; // For debugging purposes, keep the name#ifdef ZED_BUILD_DEBUG m_pUniformMap[ i ].pName = p_pTypes[ i ].pName;#endif }//.........这里部分代码省略.........
开发者ID:FashGek,项目名称:ZED,代码行数:101,
示例15: zglShaderSource ZED_UINT32 GLShader::Compile( const ZED_CHAR8 **p_ppData, const ZED_SHADER_TYPE p_Type, const ZED_BOOL p_FromFile ) { // Common locals ZED_INT32 CompileStatus = 0; // If p_FromFile is true, p_Data is the filepath if( p_FromFile == ZED_FALSE ) { // Get the Data as a GLchar pointer pointer const GLchar **ppData = reinterpret_cast< const GLchar** >( p_ppData ); if( p_Type == ZED_VERTEX_SHADER ) { // Check for a valid shader if( !zglIsShader( m_VertexID ) ) { // Add the shader type this->AddType( p_Type ); } zglShaderSource( m_VertexID, 1, ppData, ZED_NULL ); zglCompileShader( m_VertexID ); // Did the shader compilation go well? zglGetShaderiv( m_VertexID, GL_COMPILE_STATUS, &CompileStatus ); if( !CompileStatus ) { // Something went horribly wrong... zedAssert( ZED_FALSE ); ZED_INT32 LogLength; GLchar *pLog = ZED_NULL; zglGetShaderiv( m_VertexID, GL_INFO_LOG_LENGTH, &LogLength ); pLog = new GLchar[ LogLength ]; zglGetShaderInfoLog( m_VertexID, LogLength, &LogLength, pLog ); zedTrace( "[GLShader | Compile | FAILED] Vertex Shader" " Log:/n/t%s/n", pLog ); delete [ ] pLog; } /*#ifdef ZED_BUILD_DEBUG else { // Copy the source for debugging // Initialise the inner and outer chars to something // other than '/0' ZED_CHAR8 OuterChar = **p_ppData, InnerChar = *p_ppData[ 0 ]; while( OuterChar != '/0' ) { // Copy the lines over to m_ppVertexSrc while( InnerChar != '/0' ) { } } }#endif */ } if( p_Type == ZED_FRAGMENT_SHADER ) { if( !zglIsShader( m_FragmentID ) ) { this->AddType( p_Type ); } zglShaderSource( m_FragmentID, 1, ppData, ZED_NULL ); zglCompileShader( m_FragmentID ); // Did the shader compile go well? zglGetShaderiv( m_FragmentID, GL_COMPILE_STATUS, &CompileStatus ); if( !CompileStatus ) { // Something went horribly wrong zedAssert( ZED_FALSE ); ZED_INT32 LogLength; GLchar *pLog = ZED_NULL; zglGetShaderiv( m_FragmentID, GL_INFO_LOG_LENGTH, &LogLength ); pLog = new GLchar[ LogLength ]; zglGetShaderInfoLog( m_FragmentID, LogLength, &LogLength, pLog ); zedTrace( "[ZED | GLShader | Compile( ) | FAILED] " "Fragment Shader Log:/n/t%s/n", pLog ); delete pLog; } } } else//.........这里部分代码省略.........
开发者ID:FashGek,项目名称:ZED,代码行数:101,
示例16: NormaliseSSE41 void NormaliseSSE41( Vector3 &p_Vec ) { zedTrace( "You shouldn't have called this function/n/n" ); zedAssert( false ); }
开发者ID:FashGek,项目名称:ZED,代码行数:5,
示例17: switch ZED_UINT32 XboxRenderer::Create( GraphicsAdapter *p_Adapter, const CanvasDescription &p_Canvas ) { ZED_UINT32 ReturnStatus = ZED_FAIL; if( NULL ==( m_pD3D = Direct3DCreate8( D3D_SDK_VERSION ) ) ) { return ZED_FAIL; } m_Canvas = p_Canvas; m_PresentParams.BackBufferWidth = m_Canvas.GetWidth( ); m_PresentParams.BackBufferHeight = m_Canvas.GetHeight( ); m_PresentParams.BackBufferCount = m_Canvas.GetBackBufferCount( ); m_PresentParams.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Get the colour switch( m_Canvas.GetBPP( ) ) { case ZED_FORMAT_ARGB8: { m_PresentParams.BackBufferFormat = D3DFMT_A8R8G8B8; ReturnStatus = ZED_OK; break; } default: { zedTrace( "Failed to set the back buffer format" ); return ZED_FAIL; } } // Get the Depth/Stencil switch( m_Canvas.GetDepthStencil( ) ) { case ZED_FORMAT_D24S8: { m_PresentParams.EnableAutoDepthStencil = ZED_TRUE; m_PresentParams.AutoDepthStencilFormat = D3DFMT_D24S8; ReturnStatus = ZED_OK; break; } default: { zedTrace( "Failed to set the depth/stencil format" ); return ZED_FAIL; } } // This needs to be exposed, but how? m_PresentParams.SwapEffect = D3DSWAPEFFECT_DISCARD; if( FAILED( m_pD3D->CreateDevice( 0, D3DDEVTYPE_HAL, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, &m_PresentParams, &m_pDevice ) ) ) { zedTrace( "Failed to create device" ); return ZED_FAIL; }#ifdef ZED_BUILD_DEBUG ZED_UINT32 ModeCount = m_pD3D->GetAdapterModeCount( D3DADAPTER_DEFAULT ); D3DDISPLAYMODE *pModes = new D3DDISPLAYMODE[ ModeCount ]; for( ZED_MEMSIZE i = 0; i < ModeCount; i++ ) { if( FAILED( m_pD3D->EnumAdapterModes( D3DADAPTER_DEFAULT, i, &pModes[ i ] ) ) ) { delete pModes; return ZED_FAIL; } ZED_MEMSIZE Len = strlen( FlagsToString( pModes[ i ].Flags ) ); char *pFlags; if( Len > 0 ) { pFlags = new char[ Len ]; strncpy( pFlags, FlagsToString( pModes[ i ].Flags ), Len-1 ); pFlags[ Len-1 ] = '/0'; } if( Len == 0 ) { // Add one for null-termination Len = strlen( "NO FLAGS" )+1; pFlags = new char[ Len ]; strncpy( pFlags, "NO FLAGS", Len ); } // Print out the adapter's capabilities zedTrace( "Mode %d:/n" "/tWidth: %d | Height: %d | Refresh Rate: %d | Flags: %s /n", i, pModes[ i ].Width, pModes[ i ].Height, pModes[ i ].RefreshRate, pFlags ); delete pFlags; }//.........这里部分代码省略.........
开发者ID:FashGek,项目名称:ZED,代码行数:101,
示例18: Normalise3DNOWGEO void Normalise3DNOWGEO( Vector4 &p_Vec ) { zedTrace( "You shouldn't have called this function/n/n" ); zedAssert( false ); }
开发者ID:FashGek,项目名称:ZED,代码行数:5,
示例19: CreateFile ZED_UINT32 Model::Load( const char *p_pFilename ) { HANDLE ModelFile = ZED_NULL; ModelFile = CreateFile( p_pFilename, GENERIC_READ, FILE_SHARE_READ, NULL, OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, ZED_NULL ); if( ModelFile == ZED_NULL ) { zedTrace( "Failed to load model: %s/n", p_pFilename ); return ZED_FAIL; } // TEMP! // Don't care about the header's correctness SetFilePointer( ModelFile, 87, ZED_NULL, FILE_CURRENT ); // !TEMP // Get the amount of vertices to process ZED_UINT64 RawVertCount = 0; DWORD ReadIn = 0; ReadFile( ModelFile, &RawVertCount, sizeof( ZED_UINT64 ), &ReadIn, NULL ); ZED_UINT64 VertCount = ( ( RawVertCount/4 )/3 )/2; m_pVertexData = ( LPVERTEX_V1 )malloc( VertCount*sizeof( VERTEX_V1 ) );/*XPhysicalAlloc( VertCount*sizeof( VERTEX_V1 ), MAXULONG_PTR, 0, PAGE_READWRITE );*/ ReadFile( ModelFile, m_pVertexData, VertCount*sizeof( VERTEX_V1 ), &ReadIn, NULL ); if( ReadIn != VertCount*sizeof( VERTEX_V1 ) ) { zedTrace( "[ERROR] Failed to read the vertex data for %s/n", p_pFilename ); return ZED_FAIL; } // Skip over the indices and face normal header SetFilePointer( ModelFile, 12, ZED_NULL, FILE_CURRENT ); // NOT WORKING!! ZED_UINT64 RawFaceCount = 0; // Should be 268272 for GraveGuy.zed ReadFile( ModelFile, &RawFaceCount, sizeof( ZED_UINT64 ), &ReadIn, NULL ); ZED_UINT64 FaceCount = ( RawFaceCount/12 )/3; m_pFaceData = ( LPFACE_V1 )malloc( sizeof( LPFACE_V1 )*FaceCount );/*XPhysicalAlloc( sizeof( ZED_UINT16 )*FaceCount, MAXULONG_PTR, MAXULONG_PTR, PAGE_READWRITE );*/ ReadFile( ModelFile, m_pFaceData, sizeof( FACE_V1 )*FaceCount, &ReadIn, NULL ); if( ReadIn != sizeof( FACE_V1 )*FaceCount ) { zedTrace( "[ERROR] Failed to read the face data for %s/n", p_pFilename ); } CloseHandle( ModelFile ); // Set up the index and vertex buffers m_pVertexBuffer = new IDirect3DVertexBuffer8( ); m_pIndexBuffer = new IDirect3DIndexBuffer8( ); XGSetVertexBufferHeader( 0, 0, 0, 0, m_pVertexBuffer, 0 ); void *pVertData = XPhysicalAlloc( RawVertCount, MAXULONG_PTR, MAXULONG_PTR, PAGE_READWRITE ); m_pVertexBuffer->Register( pVertData ); memcpy( pVertData, m_pVertexData, RawVertCount ); XGSetIndexBufferHeader( 0, 0, D3DFMT_INDEX16, 0, m_pIndexBuffer, 0 ); return ZED_OK; }
开发者ID:FashGek,项目名称:ZED,代码行数:75,
注:本文中的zedTrace函数示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 C++ zend_accel_error函数代码示例 C++ zdscal_函数代码示例 |