Advanced 3D Game Programming with DirectX 9 by Peter Walsh

By Peter Walsh

Textual content is an replace to the earlier textual content, complex 3D video game Programming utilizing DirectX 8.0; concentrating on implementation alterations to DirectX 9.0. For programmers who're new to portraits and video game programming. Softcover. DLC: desktop games--Programming.

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Then the code enters a while loop that remains in execution until the application quits. The function GetMessage looks at the message queue. It always returns 1 unless there is a specific system message in the queue: This is the "Hey you! Quit! " message and has the message ID WM_QUIT. If there is a message in the queue, GetMessage will remove it and fill it into the message structure, which is the "msg" variable above. Inside the while loop, you first take the message and translate it using a function called TranslateMessage.

InitInstance creates the primary window on the screen and starts it drawing. Then the code enters a while loop that remains in execution until the application quits. The function GetMessage looks at the message queue. It always returns 1 unless there is a specific system message in the queue: This is the "Hey you! Quit! " message and has the message ID WM_QUIT. If there is a message in the queue, GetMessage will remove it and fill it into the message structure, which is the "msg" variable above.

They made the following changes: DirectDraw was completely removed as a separate entity and integrated entirely with Direct3D. Direct3D Retained Mode was ripped out and was not replaced. Direct3D Immediate Mode remains, but is now much more simplified, faster, and just all around more elegant. Vertex and pixel shaders were introduced, which allow you to implement advanced visual effects and move away from a fixed function pipeline. 0 a high-level shader language was introduced, which makes shader programming much more intuitive.

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