//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device
//-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc: Initializes Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
// Create the D3D object, which is needed to create the D3DDevice.
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;
// Set up the structure used to create the D3DDevice. Most parameters are
// zeroed out. We set Windowed to TRUE, since we want to do D3D in a
// window, and then set the SwapEffect to "discard", which is the most
// efficient method of presenting the back buffer to the display. And
// we request a back buffer format that matches the current desktop display
// format.
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
// Create the Direct3D device. Here we are using the default adapter (most
// systems only have one, unless they have multiple graphics hardware cards
// installed) and requesting the HAL (which is saying we want the hardware
// device rather than a software one). Software vertex processing is
// specified since we know it will work on all cards. On cards that support
// hardware vertex processing, though, we would see a big performance gain
// by specifying hardware vertex processing.
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
}
// Device state would normally be set here
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//-----------------------------------------------------------------------------
VOID Cleanup()
{
if( g_pd3dDevice != NULL)
g_pd3dDevice->Release();
if( g_pD3D != NULL)
g_pD3D->Release();
}
//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render()
{
if( NULL == g_pd3dDevice )
return;
// Clear the backbuffer to a blue color
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
// Begin the scene
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
// Rendering of scene objects can happen here
// End the scene
g_pd3dDevice->EndScene();
}
// Present the backbuffer contents to the display
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: The window's message handler
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
switch( msg )
{
case WM_DESTROY:
Cleanup();
PostQuitMessage( 0 );
return 0;
case WM_PAINT:
Render();
ValidateRect( hWnd, NULL );
return 0;
}
return DefWindowProc( hWnd, msg, wParam, lParam );
}
//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
// Register the window class
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
"D3D Tutorial", NULL };
RegisterClassEx( &wc );
// Create the application's window
HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial 01: CreateDevice",
WS_OVERLAPPEDWINDOW, 100, 100, 300, 300,
NULL, NULL, wc.hInstance, NULL );
// Initialize Direct3D
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
// Show the window
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );
// Enter the message loop
MSG msg;
while( GetMessage( &msg, NULL, 0, 0 ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
}
UnregisterClass( "D3D Tutorial", wc.hInstance );
return 0;
}
Thank You!
Linker error With DEV CPP (Direct X) i need help from sumone that has dev and does DX
HELP id pay but im broke i want to start Direct X EWith Dev CPP and got it down to one measily eroor!
[Linker error] undefined reference to `Direct3DCreate9@4'
ive linked all .lib's that came with the SDK
my linker paramaters:
"../../../../../../DX True/Lib/x86/d3d8.lib"
"../../../../../../DX True/Lib/x86/d3d9.lib"
"../../../../../../DX True/Lib/x86/d3dx9.lib"
"../../../../../../DX True/Lib/x86/d3dx9d.lib"
"../../../../../../DX True/Lib/x86/d3dxof.lib"
"../../../../../../DX True/Lib/x86/ddraw.lib"
"../../../../../../DX True/Lib/x86/dinput.lib"
"../../../../../../DX True/Lib/x86/dinput8.lib"
"../../../../../../DX True/Lib/x86/dplayx.lib"
"../../../../../../DX True/Lib/x86/dsetup.lib"
"../../../../../../DX True/Lib/x86/dsound.lib"
"../../../../../../DX True/Lib/x86/DxErr8.lib"
"../../../../../../DX True/Lib/x86/DxErr9.lib"
"../../../../../../DX True/Lib/x86/dxguid.lib"
"../../../../../../DX True/Lib/x86/dxtrans.lib"
im compiling the first tut off the SDK sample here is the full code PLEASE HELP!
MSN = coolguy_5000@hotmail.com AIM = deathbydesire101
HELP I BEG ALL OF YOU!
the .cpp file:
Well Dev-C++ is hard to use the DX-SDK with. There is an article on gamedev about setting it up with DX version 8 I believe. Some people have gotten it to work but it takes a while. You have to include the right libarys and point to them. DX would probably be best used with any of the Microsoft compilers.
I got ya
use
#include <windows.h>
#include <d3d9.h>
at the top of your program
and get rid of all that crap:
"../../../../../../DX True/Lib/x86/d3d8.lib"
"../../../../../../DX True/Lib/x86/d3d9.lib"
"../../../../../../DX True/Lib/x86/d3dx9.lib"
"../../../../../../DX True/Lib/x86/d3dx9d.lib"
"../../../../../../DX True/Lib/x86/d3dxof.lib"
"../../../../../../DX True/Lib/x86/ddraw.lib"
"../../../../../../DX True/Lib/x86/dinput.lib"
"../../../../../../DX True/Lib/x86/dinput8.lib"
"../../../../../../DX True/Lib/x86/dplayx.lib"
"../../../../../../DX True/Lib/x86/dsetup.lib"
"../../../../../../DX True/Lib/x86/dsound.lib"
"../../../../../../DX True/Lib/x86/DxErr8.lib"
Instead use just this one
lib/libd3d9.a (may vary depending on your install location)
that is all I did to what you provided me and it works perfect.
here is revised source
p.s. please use source tags check the FAQ to find out how
use
#include <windows.h>
#include <d3d9.h>
at the top of your program
and get rid of all that crap:
"../../../../../../DX True/Lib/x86/d3d8.lib"
"../../../../../../DX True/Lib/x86/d3d9.lib"
"../../../../../../DX True/Lib/x86/d3dx9.lib"
"../../../../../../DX True/Lib/x86/d3dx9d.lib"
"../../../../../../DX True/Lib/x86/d3dxof.lib"
"../../../../../../DX True/Lib/x86/ddraw.lib"
"../../../../../../DX True/Lib/x86/dinput.lib"
"../../../../../../DX True/Lib/x86/dinput8.lib"
"../../../../../../DX True/Lib/x86/dplayx.lib"
"../../../../../../DX True/Lib/x86/dsetup.lib"
"../../../../../../DX True/Lib/x86/dsound.lib"
"../../../../../../DX True/Lib/x86/DxErr8.lib"
Instead use just this one
lib/libd3d9.a (may vary depending on your install location)
that is all I did to what you provided me and it works perfect.
here is revised source
#include <windows.h>#include <d3d9.h>//-----------------------------------------------------------------------------// Global variables//-----------------------------------------------------------------------------LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDeviceLPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device//-----------------------------------------------------------------------------// Name: InitD3D()// Desc: Initializes Direct3D//-----------------------------------------------------------------------------HRESULT InitD3D( HWND hWnd ){ // Create the D3D object, which is needed to create the D3DDevice. if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) ) return E_FAIL; // Set up the structure used to create the D3DDevice. Most parameters are // zeroed out. We set Windowed to TRUE, since we want to do D3D in a // window, and then set the SwapEffect to "discard", which is the most // efficient method of presenting the back buffer to the display. And // we request a back buffer format that matches the current desktop display // format. D3DPRESENT_PARAMETERS d3dpp; ZeroMemory( &d3dpp, sizeof(d3dpp) ); d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; // Create the Direct3D device. Here we are using the default adapter (most // systems only have one, unless they have multiple graphics hardware cards // installed) and requesting the HAL (which is saying we want the hardware // device rather than a software one). Software vertex processing is // specified since we know it will work on all cards. On cards that support // hardware vertex processing, though, we would see a big performance gain // by specifying hardware vertex processing. if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice ) ) ) { return E_FAIL; } // Device state would normally be set here return S_OK;}//-----------------------------------------------------------------------------// Name: Cleanup()// Desc: Releases all previously initialized objects//-----------------------------------------------------------------------------void Cleanup(){ if( g_pd3dDevice != NULL) g_pd3dDevice->Release(); if( g_pD3D != NULL) g_pD3D->Release();}//-----------------------------------------------------------------------------// Name: Render()// Desc: Draws the scene//-----------------------------------------------------------------------------void Render(){ if( NULL == g_pd3dDevice ) return; // Clear the backbuffer to a blue color g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 ); // Begin the scene if( SUCCEEDED( g_pd3dDevice->BeginScene() ) ) { // Rendering of scene objects can happen here // End the scene g_pd3dDevice->EndScene(); } // Present the backbuffer contents to the display g_pd3dDevice->Present( NULL, NULL, NULL, NULL );}//-----------------------------------------------------------------------------// Name: MsgProc()// Desc: The window's message handler//-----------------------------------------------------------------------------LRESULT CALLBACK WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ){ switch( msg ) { case WM_DESTROY: Cleanup(); PostQuitMessage( 0 ); return 0; case WM_PAINT: Render(); ValidateRect( hWnd, NULL ); return 0; } return DefWindowProc( hWnd, msg, wParam, lParam );}//-----------------------------------------------------------------------------// Name: WinMain()// Desc: The application's entry point//-----------------------------------------------------------------------------int WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT ){ // Register the window class WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, "D3D Tutorial", NULL }; RegisterClassEx( &wc ); // Create the application's window HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial 01: CreateDevice", WS_OVERLAPPEDWINDOW, 100, 100, 300, 300, NULL, NULL, wc.hInstance, NULL ); // Initialize Direct3D if( SUCCEEDED( InitD3D( hWnd ) ) ) { // Show the window ShowWindow( hWnd, SW_SHOWDEFAULT ); UpdateWindow( hWnd ); // Enter the message loop MSG msg; while( GetMessage( &msg, NULL, 0, 0 ) ) { TranslateMessage( &msg ); DispatchMessage( &msg ); } } UnregisterClass( "D3D Tutorial", wc.hInstance ); return 0;}
p.s. please use source tags check the FAQ to find out how
HOLY CRAP i didnt know dev came with Direct X added!!!!!!! i love you!!!! *Highest Rating* o btw im used to the
tags not source sorry
EDIT: hey doers it come with the other libraries? like ddraw and dshow or wwateva it is or dmusic???? :D:D:D
Quote:Original post by C plus noob
EDIT: hey doers it come with the other libraries? like ddraw and dshow or wwateva it is or dmusic???? :D:D:D
yeah comes with all of it. It's all there just be sure to include the right .h files and .a (or lib files).
Well, another simple tip for the linker: If the library is placed in the defined library folders, and it has the prefix "lib" and the subfix ".a" (Ex: libd3d9.a), you can link to it like this too: -ld3d9
This topic is closed to new replies.
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