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bool GfxDeviceD3D9::ReadbackImage( /* params */ ) | |
{ | |
HRESULT hr; | |
IDirect3DDevice9* dev = GetD3DDevice(); | |
SurfacePointer renderTarget; | |
hr = dev->GetRenderTarget( 0, &renderTarget ); | |
if( !renderTarget || FAILED(hr) ) | |
return false; | |
D3DSURFACE_DESC rtDesc; |
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void dump_buffer() | |
{ | |
IDirect3DSurface9* pRenderTarget=NULL; | |
IDirect3DSurface9* pDestTarget=NULL; | |
const char file[] = "Pickture.bmp"; | |
// sanity checks. | |
if (Device == NULL) | |
return; | |
// get the render target surface. |
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//http://legalizeadulthood.wordpress.com/2009/10/12/direct3d-programming-tip-9-use-the-managed-resource-pool/ | |
template <typename Index> | |
class index_lock | |
{ | |
public: | |
// lock in constructor, unlock in destructor | |
index_lock(IDirect3DIndexBuffer9 *ib, | |
DWORD flags = 0, | |
UINT offset = 0, |
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#define BLOCK_RUNONCE_START {\ | |
static bool runonce_first = true;\ | |
if (runonce_first)\ | |
{\ | |
runonce_first = false; | |
#define BLOCK_RUNONCE_END }} |
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BlendState NoBlend | |
{ | |
BlendEnable[0] = False; | |
}; | |
RasterizerState rsWireframe { FillMode = WireFrame; }; | |
technique11 | |
{ | |
pass |
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perl -pe "s/\sPage\s(\d+)/chr(ord(\1))-13/ge" <ch1_7_36.txt > cc.txt |
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LPCSTR ConvertSemantic( const D3DDECLUSAGE& d3d9Form ) | |
{ | |
switch( d3d9Form ) | |
{ | |
case D3DDECLUSAGE_POSITION: return "POSITION"; | |
case D3DDECLUSAGE_BLENDWEIGHT: return "BLENDWEIGHT"; | |
case D3DDECLUSAGE_BLENDINDICES: return "BLENDINDICES"; | |
case D3DDECLUSAGE_NORMAL: return "NORMAL"; | |
case D3DDECLUSAGE_PSIZE: return "PSIZE"; |
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#!D:/Python26/python.exe | |
# -*- coding:cp936 -*- | |
import socket | |
import sys | |
import wx | |
import win32api | |
import win32ui | |
import win32gui | |
import SocketServer | |
import threading |
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// https://www.shadertoy.com/view/MdsGz8 | |
// @eddbiddulph | |
// Use the mouse to rotate the view! | |
#define EPS vec2(1e-3, 0.0) | |
vec3 rotateX(float a, vec3 v) | |
{ | |
return vec3(v.x, cos(a) * v.y + sin(a) * v.z, cos(a) * v.z - sin(a) * v.y); | |
} |
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//-------------------------------------------------------------------------------------- | |
// Constant Buffer Variables | |
//-------------------------------------------------------------------------------------- | |
Texture2D FrontS : register( t0 ); | |
Texture2D BackS : register( t1 ); | |
Texture3D VolumeS : register( t2 ); | |
Texture2D TransferFunction : register( t3 ); | |
SamplerState samLinear : register( s0 ); |
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