, Visual C#


         


myPresentParameters.EnableAutoDepthStencil = true;
myPresentParameters.AutoDepthStencilFormat =
DepthFormat.D16;
// :
myDevice = new Device(0, DeviceType.Hardware, this,
CreateFlags.SoftwareVertexProcessing,
myPresentParameters);
myDevice.DeviceReset +=
new System.EventHandler(this.OnResetDevice);
this.OnCreateDevice(myDevice, null);
this.OnResetDevice(myDevice, null);
myPause = false;
return true;
}
catch (DirectXException)
{
// DirectX:
return false;
}
}
// :
public void OnCreateDevice(object sender, EventArgs e)
{
Device myDev = (Device)sender;
myVertexBuffer = new VertexBuffer(
typeof(CustomVertex.PositionNormalTextured), 100,
myDev, Usage.WriteOnly,
CustomVertex.PositionNormalTextured.Format,
Pool.Default);
myVertexBuffer.Created +=
new System.EventHandler(this.OnCreateVertexBuffer);
this.OnCreateVertexBuffer(myVertexBuffer, null);
}
// :
public void OnResetDevice(object sender, EventArgs e)
{
Device myDev = (Device)sender;
// CullMode,
// :
myDev.RenderState.CullMode = Cull.None;
// :
myDev.RenderState.Lighting = false;
// Z - (ZBuffer):
myDev.RenderState.ZBufferEnable = true;
// .
// Texture_1
// :
myTexture = TextureLoader.FromFile(myDev,
Application.StartupPath + @"\..\..\Texture_1.bmp");
}
// :
public void OnCreateVertexBuffer(object sender, EventArgs e)
{
VertexBuffer myVB = (VertexBuffer)sender;
// PositionNormalTextured