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自学教程:C++ zedTrace函数代码示例

51自学网 2021-06-03 11:56:23
  C++
这篇教程C++ zedTrace函数代码示例写得很实用,希望能帮到您。

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。


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