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#using <mscorlib.dll> | |
using namespace System; | |
using namespace System::Collections::Generic; | |
using namespace System::Diagnostics; | |
#include <stdio.h> | |
/// C++/CLI テスト | |
int main(array<System::String ^> ^args) | |
{ |
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ID3D11Buffer* m_pVertexBuffer; | |
ID3D11Buffer* m_pIndexBuffer; | |
// | |
D3D11_MAPPED_SUBRESOURCE msr = {}; | |
HRESULT hr; | |
// vertices upload | |
hr = m_context->Map(m_pVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &msr); |
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#include <windows.h> | |
const char *strClassName = "UnvisibleWindowClass"; | |
const char *strTitle= " UnvisibleWindow"; | |
LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam) | |
{ | |
switch (message) | |
{ | |
case WM_DESTROY: |
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/// アセットバンドルファイル名をインポート時に強制設定 | |
/// for Unity5 | |
/// | |
using UnityEngine; | |
using UnityEditor; | |
public sealed class AssetPreprocessor : AssetPostprocessor | |
{ | |
// アセットバンドル化するフォルダの設置場所 | |
private static string assetTopDir = "Assets/Data/"; // ※大文字小文字は区別される |
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using UnityEngine; | |
using UnityEditor; | |
using System.Collections; | |
using System.IO; | |
public class BuildScript | |
{ | |
const string kAssetBundlesOutputPath = "AssetBundles"; | |
// アセットバンドル化するフォルダの設置場所 |