Edit:
FUUU
#include <d3d11.h>
#include <D3DX11.h>
#include <D3DX10.h>
#include <DxErr.h>
#include <xnamath.h>
#pragma comment(lib, "d3d11.lib")
#pragma comment(lib, "D3DX11.lib")
#pragma comment(lib, "D3DX10.lib")
#pragma comment(lib, "DXErr.lib")
#include "ObjectH.h"
#include "WindowsHandlerH.h"
IDXGISwapChain* SwapChain;
ID3D11Device* D3d11Device;
ID3D11DeviceContext* D3d11DevCon;
ID3D11RenderTargetView* RenderTargetView;
ID3D11DepthStencilView* DepthStencilView;
ID3D11Texture2D* DepthStencilBuffer;
D3DXCOLOR bgColour(0.0f,0.0f,0.0f,0.0f);
ID3D11VertexShader* VS;
ID3D11PixelShader* PS;
ID3D10Blob* VSBuffer;
ID3D10Blob* PSBuffer;
ID3D11InputLayout* InputLayout;
D3D11_INPUT_ELEMENT_DESC Layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
UINT LayoutElement = ARRAYSIZE(Layout );
Object Test;
This one?
Show differencesHistory of post edits
#6Conny14156
Posted 25 December 2012 - 09:29 PM
Edit:
FUUU
#include <d3d11.h>
#include <D3DX11.h>
#include <D3DX10.h>
#include <DxErr.h>
#include <xnamath.h>
#pragma comment(lib, "d3d11.lib")
#pragma comment(lib, "D3DX11.lib")
#pragma comment(lib, "D3DX10.lib")
#pragma comment(lib, "DXErr.lib")
#include "ObjectH.h"
#include "WindowsHandlerH.h"
IDXGISwapChain* SwapChain;
ID3D11Device* D3d11Device;
ID3D11DeviceContext* D3d11DevCon;
ID3D11RenderTargetView* RenderTargetView;
ID3D11DepthStencilView* DepthStencilView;
ID3D11Texture2D* DepthStencilBuffer;
D3DXCOLOR bgColour(0.0f,0.0f,0.0f,0.0f);
ID3D11VertexShader* VS;
ID3D11PixelShader* PS;
ID3D10Blob* VSBuffer;
ID3D10Blob* PSBuffer;
ID3D11InputLayout* InputLayout;
D3D11_INPUT_ELEMENT_DESC Layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
UINT LayoutElement = ARRAYSIZE(Layout );
Object Test;
This one?
FUUU
#include <d3d11.h>
#include <D3DX11.h>
#include <D3DX10.h>
#include <DxErr.h>
#include <xnamath.h>
#pragma comment(lib, "d3d11.lib")
#pragma comment(lib, "D3DX11.lib")
#pragma comment(lib, "D3DX10.lib")
#pragma comment(lib, "DXErr.lib")
#include "ObjectH.h"
#include "WindowsHandlerH.h"
IDXGISwapChain* SwapChain;
ID3D11Device* D3d11Device;
ID3D11DeviceContext* D3d11DevCon;
ID3D11RenderTargetView* RenderTargetView;
ID3D11DepthStencilView* DepthStencilView;
ID3D11Texture2D* DepthStencilBuffer;
D3DXCOLOR bgColour(0.0f,0.0f,0.0f,0.0f);
ID3D11VertexShader* VS;
ID3D11PixelShader* PS;
ID3D10Blob* VSBuffer;
ID3D10Blob* PSBuffer;
ID3D11InputLayout* InputLayout;
D3D11_INPUT_ELEMENT_DESC Layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
UINT LayoutElement = ARRAYSIZE(Layout );
Object Test;
This one?
#5Conny14156
Posted 25 December 2012 - 09:29 PM
Edit:
FUUU
#include <d3d11.h>
#include <D3DX11.h>
#include <D3DX10.h>
#include <DxErr.h>
#include <xnamath.h>
#pragma comment(lib, "d3d11.lib")
#pragma comment(lib, "D3DX11.lib")
#pragma comment(lib, "D3DX10.lib")
#pragma comment(lib, "DXErr.lib")
#include "ObjectH.h"
#include "WindowsHandlerH.h"
IDXGISwapChain* SwapChain;
ID3D11Device* D3d11Device;
ID3D11DeviceContext* D3d11DevCon;
ID3D11RenderTargetView* RenderTargetView;
ID3D11DepthStencilView* DepthStencilView;
ID3D11Texture2D* DepthStencilBuffer;
D3DXCOLOR bgColour(0.0f,0.0f,0.0f,0.0f);
ID3D11VertexShader* VS;
ID3D11PixelShader* PS;
ID3D10Blob* VSBuffer;
ID3D10Blob* PSBuffer;
ID3D11InputLayout* InputLayout;
D3D11_INPUT_ELEMENT_DESC Layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
UINT LayoutElement = ARRAYSIZE(Layout );
Object Test;
This one?
FUUU
#include <d3d11.h>
#include <D3DX11.h>
#include <D3DX10.h>
#include <DxErr.h>
#include <xnamath.h>
#pragma comment(lib, "d3d11.lib")
#pragma comment(lib, "D3DX11.lib")
#pragma comment(lib, "D3DX10.lib")
#pragma comment(lib, "DXErr.lib")
#include "ObjectH.h"
#include "WindowsHandlerH.h"
IDXGISwapChain* SwapChain;
ID3D11Device* D3d11Device;
ID3D11DeviceContext* D3d11DevCon;
ID3D11RenderTargetView* RenderTargetView;
ID3D11DepthStencilView* DepthStencilView;
ID3D11Texture2D* DepthStencilBuffer;
D3DXCOLOR bgColour(0.0f,0.0f,0.0f,0.0f);
ID3D11VertexShader* VS;
ID3D11PixelShader* PS;
ID3D10Blob* VSBuffer;
ID3D10Blob* PSBuffer;
ID3D11InputLayout* InputLayout;
D3D11_INPUT_ELEMENT_DESC Layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
UINT LayoutElement = ARRAYSIZE(Layout );
Object Test;
This one?
#4Conny14156
Posted 25 December 2012 - 09:29 PM
Edit:
FUUU
#include <d3d11.h>
#include <D3DX11.h>
#include <D3DX10.h>
#include <DxErr.h>
#include <xnamath.h>
#pragma comment(lib, "d3d11.lib")
#pragma comment(lib, "D3DX11.lib")
#pragma comment(lib, "D3DX10.lib")
#pragma comment(lib, "DXErr.lib")
#include "ObjectH.h"
#include "WindowsHandlerH.h"
IDXGISwapChain* SwapChain;
ID3D11Device* D3d11Device;
ID3D11DeviceContext* D3d11DevCon;
ID3D11RenderTargetView* RenderTargetView;
ID3D11DepthStencilView* DepthStencilView;
ID3D11Texture2D* DepthStencilBuffer;
D3DXCOLOR bgColour(0.0f,0.0f,0.0f,0.0f);
ID3D11VertexShader* VS;
ID3D11PixelShader* PS;
ID3D10Blob* VSBuffer;
ID3D10Blob* PSBuffer;
ID3D11InputLayout* InputLayout;
D3D11_INPUT_ELEMENT_DESC Layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
UINT LayoutElement = ARRAYSIZE(Layout );
Object Test;
This one?
FUUU
#include <d3d11.h>
#include <D3DX11.h>
#include <D3DX10.h>
#include <DxErr.h>
#include <xnamath.h>
#pragma comment(lib, "d3d11.lib")
#pragma comment(lib, "D3DX11.lib")
#pragma comment(lib, "D3DX10.lib")
#pragma comment(lib, "DXErr.lib")
#include "ObjectH.h"
#include "WindowsHandlerH.h"
IDXGISwapChain* SwapChain;
ID3D11Device* D3d11Device;
ID3D11DeviceContext* D3d11DevCon;
ID3D11RenderTargetView* RenderTargetView;
ID3D11DepthStencilView* DepthStencilView;
ID3D11Texture2D* DepthStencilBuffer;
D3DXCOLOR bgColour(0.0f,0.0f,0.0f,0.0f);
ID3D11VertexShader* VS;
ID3D11PixelShader* PS;
ID3D10Blob* VSBuffer;
ID3D10Blob* PSBuffer;
ID3D11InputLayout* InputLayout;
D3D11_INPUT_ELEMENT_DESC Layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
UINT LayoutElement = ARRAYSIZE(Layout );
Object Test;
This one?
#3Conny14156
Posted 25 December 2012 - 09:29 PM
<pre class="_prettyXprint">
</pre>
<div>#include <d3d11.h></div>
<div>#include <D3DX11.h></div>
<div>#include <D3DX10.h></div>
<div>#include <DxErr.h></div>
<div>#include <xnamath.h></div>
<div> </div>
<div>#pragma comment(lib, "d3d11.lib")</div>
<div>#pragma comment(lib, "D3DX11.lib")</div>
<div>#pragma comment(lib, "D3DX10.lib")</div>
<div>#pragma comment(lib, "DXErr.lib")</div>
<div> </div>
<div> </div>
<div>#include "ObjectH.h"</div>
<div>#include "WindowsHandlerH.h"</div>
<div> </div>
<div>IDXGISwapChain* SwapChain;</div>
<div>ID3D11Device* D3d11Device;</div>
<div>ID3D11DeviceContext* D3d11DevCon;</div>
<div>ID3D11RenderTargetView* RenderTargetView;</div>
<div>ID3D11DepthStencilView* DepthStencilView;</div>
<div>ID3D11Texture2D* DepthStencilBuffer;</div>
<div> </div>
<div> </div>
<div>D3DXCOLOR bgColour(0.0f,0.0f,0.0f,0.0f);</div>
<div> </div>
<div>ID3D11VertexShader* VS;</div>
<div>ID3D11PixelShader* PS;</div>
<div>ID3D10Blob* VSBuffer;</div>
<div>ID3D10Blob* PSBuffer;</div>
<div>ID3D11InputLayout* InputLayout;</div>
<div> </div>
<div>D3D11_INPUT_ELEMENT_DESC Layout[] =</div>
<div>{</div>
<div>{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, </div>
<div>};</div>
<div>UINT LayoutElement = ARRAYSIZE(Layout );</div>
<div>Object Test;</div>
<div> </div>
<div> </div>
<div> </div>
<div>This one?</div>
</pre>
<div>#include <d3d11.h></div>
<div>#include <D3DX11.h></div>
<div>#include <D3DX10.h></div>
<div>#include <DxErr.h></div>
<div>#include <xnamath.h></div>
<div> </div>
<div>#pragma comment(lib, "d3d11.lib")</div>
<div>#pragma comment(lib, "D3DX11.lib")</div>
<div>#pragma comment(lib, "D3DX10.lib")</div>
<div>#pragma comment(lib, "DXErr.lib")</div>
<div> </div>
<div> </div>
<div>#include "ObjectH.h"</div>
<div>#include "WindowsHandlerH.h"</div>
<div> </div>
<div>IDXGISwapChain* SwapChain;</div>
<div>ID3D11Device* D3d11Device;</div>
<div>ID3D11DeviceContext* D3d11DevCon;</div>
<div>ID3D11RenderTargetView* RenderTargetView;</div>
<div>ID3D11DepthStencilView* DepthStencilView;</div>
<div>ID3D11Texture2D* DepthStencilBuffer;</div>
<div> </div>
<div> </div>
<div>D3DXCOLOR bgColour(0.0f,0.0f,0.0f,0.0f);</div>
<div> </div>
<div>ID3D11VertexShader* VS;</div>
<div>ID3D11PixelShader* PS;</div>
<div>ID3D10Blob* VSBuffer;</div>
<div>ID3D10Blob* PSBuffer;</div>
<div>ID3D11InputLayout* InputLayout;</div>
<div> </div>
<div>D3D11_INPUT_ELEMENT_DESC Layout[] =</div>
<div>{</div>
<div>{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, </div>
<div>};</div>
<div>UINT LayoutElement = ARRAYSIZE(Layout );</div>
<div>Object Test;</div>
<div> </div>
<div> </div>
<div> </div>
<div>This one?</div>
#2Conny14156
Posted 25 December 2012 - 09:28 PM
#include #include #include #include #include #pragma comment(lib, "d3d11.lib") #pragma comment(lib, "D3DX11.lib") #pragma comment(lib, "D3DX10.lib") #pragma comment(lib, "DXErr.lib") #include "ObjectH.h" #include "WindowsHandlerH.h" IDXGISwapChain* SwapChain; ID3D11Device* D3d11Device; ID3D11DeviceContext* D3d11DevCon; ID3D11RenderTargetView* RenderTargetView; ID3D11DepthStencilView* DepthStencilView; ID3D11Texture2D* DepthStencilBuffer; D3DXCOLOR bgColour(0.0f,0.0f,0.0f,0.0f); ID3D11VertexShader* VS; ID3D11PixelShader* PS; ID3D10Blob* VSBuffer; ID3D10Blob* PSBuffer; ID3D11InputLayout* InputLayout; D3D11_INPUT_ELEMENT_DESC Layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; UINT LayoutElement = ARRAYSIZE(Layout ); Object Test; .h>.h>.h>.h>.h>
This one?.h>.h>.h>.h>.h>