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@@ -4,6 +4,12 @@
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#include <Shell.h>
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#include "RenderInterfaceDirectX10.h"
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+// Because we're a windows app
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+#include <windows.h>
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+
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+// For _T unicode/mbcs macro
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+#include <tchar.h>
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+
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//Our device for this sample
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static ID3D10Device * pD3D10Device=NULL;
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//Swap Chain
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@@ -43,22 +49,23 @@ bool InitialiseDirectX()
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sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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//Create device and swapchain
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- if (FAILED(D3D10CreateDeviceAndSwapChain(NULL,
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- D3D10_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags,
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- D3D10_SDK_VERSION, &sd, &pSwapChain,
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- &pD3D10Device)))
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+ if (FAILED(D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, D3D10_SDK_VERSION, &sd, &pSwapChain, &pD3D10Device)))
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+ {
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+ MessageBox(NULL, _T("D3D10CreateDeviceAndSwapChain failed for D3D10_DRIVER_TYPE_HARDWARE."), _T("Could not intialized DirectX 10"), MB_OK|MB_ICONERROR);
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return false;
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+ }
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//Create Render Target
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ID3D10Texture2D *pBackBuffer;
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- if ( FAILED (pSwapChain->GetBuffer(0,
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- __uuidof(ID3D10Texture2D),
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- (void**)&pBackBuffer)))
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+ if ( FAILED (pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D),(void**)&pBackBuffer)))
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+ {
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+ MessageBox(NULL, _T("SwapChain->GetBuffer failed."), _T("Could not intialized DirectX 10"), MB_OK|MB_ICONERROR);
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return false;
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- if (FAILED(pD3D10Device->CreateRenderTargetView( pBackBuffer,
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- NULL,
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- &pRenderTargetView ))){
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+ }
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+ if (FAILED(pD3D10Device->CreateRenderTargetView( pBackBuffer, NULL, &pRenderTargetView )))
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+ {
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pBackBuffer->Release();
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+ MessageBox(NULL, _T("D3D10Device->CreateRenderTargetView failed."), _T("Could not intialized DirectX 10"), MB_OK|MB_ICONERROR);
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return false;
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}
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pBackBuffer->Release();
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@@ -100,7 +107,6 @@ void GameLoop()
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pSwapChain->Present( 0, 0 );
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}
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-#include <windows.h>
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int APIENTRY WinMain(HINSTANCE ROCKET_UNUSED_PARAMETER(instance_handle), HINSTANCE ROCKET_UNUSED_PARAMETER(previous_instance_handle), char* ROCKET_UNUSED_PARAMETER(command_line), int ROCKET_UNUSED_PARAMETER(command_show))
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{
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ROCKET_UNUSED(instance_handle);
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