Advanced 3D Game Programming with DirectX 9 by Peter Walsh

By Peter Walsh

Textual content is an replace to the previous textual content, complicated 3D online game Programming utilizing DirectX 8.0; concentrating on implementation adjustments to DirectX 9.0. For programmers who're new to pix and online game programming. Softcover. DLC: machine games--Programming.

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ClientToScreen, which has the following prototype, provides this functionality: BOOL ClientToScreen( HWND hWnd, 35 LPPOINT lpPoint ); hWnd Handle to the window the client point is defined in. lpPoint Pointer to the client point; this point is changed to screen space. To change the rectangle you get through GetClientRect to screen space, you can use the ClientToScreen function on the bottom and right members of a rectangle. Slightly inelegant, but it works. One thing that can mess up window construction is determining the width and height of the window.

Any COM program can use any COM object, as long as it has the interface definition and the IDs for the COM interfaces. A second, bigger restriction is that COM interfaces can never change. Once they are publicly released, they can never be modified in any way (not even fairly harmless modifications, like appending functions to the end of the interface). If this wasn't enforced, applications that used COM objects would need to be recompiled whenever an interface changed, which would defeat COM's whole purpose.

Equivalent to cApplication::GetApplication(). AppInstance() Global inline function to acquire the HINSTANCE of this application. CreateApplication() This global function is undefined and must be declared in all further applications. It creates an application object for the code inside GameLib to use. If an application subclasses cApplication with a class cMyApplication, CreateApplication should simply return (new cMyApplication). The WinMain for the application is abstracted away from child applications, hidden inside the GameLib code.

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