Download Advanced 3D Game Programming Using DirectX 9.0 by Peter Walsh PDF

By Peter Walsh

Textual content is an replace to the previous 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 pictures and video game programming. Softcover. DLC: computing device video games - Programming.

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You only receive one message when the button is pressed, as opposed to receiving them continually while the button is down. Parameters: LOWORD(lParam) The x-location of the mouse, relative to the upper left corner of the client area. HIWORD(lParam) The y-location of the mouse, relative to the upper left corner of the client area. wParam Key flags. This helps you tell what the keyboard state is for special clicks (such as Alt-left click, for example). Test the key flags to see if certain flags are set.

Parameters: (int)(short)LOWORD(lParam) New upper left x coordinate of client area. (int)(short)HIWORD(lParam) New upper left y coordinate of client area. WM_QUIT Last message the application gets; upon its receipt the application exits. You never process this message, as it actually never gets through to WndProc. Instead, it is caught in the message pump in WinMain and causes that loop to drop out and the application to subsequently exit. WM_KEYDOWN Received every time a key is pressed. Also received after a specified time for auto-repeats.

Other classes can get a COM object to do work by calling functions in its interfaces, but that’s it. There are no other functions besides the ones in the interfaces, and no access to member variables outside of Get/Set functions existing in the interfaces. All COM interfaces derive, either directly or indirectly, from a class called IUnknown. In technical terms, this means the first three entries in the vTable of all COM interfaces are the same three functions of IUnknown. The interface is provided in the following: typedef struct interface interface IUnknown { virtual HRESULT QueryInterface( REFIID idd, void** ppvObject ) = 0; virtual ULONG AddRef( void ) = 0; virtual ULONG Release( void ) = 0; }; AddRef and Release implement reference counting for us.

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