Game Development Reference
In-Depth Information
MultiTexVertex::FVF,
D3DPOOL_MANAGED,
&QuadVB,
0);
MultiTexVertex*v=0;
QuadVB->Lock(0, 0, (void**)&v, 0);
v[0] = MultiTexVertex(-10.0f, -10.0f, 5.0f,
0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f);
v[1] = MultiTexVertex(-10.0f, 10.0f, 5.0f,
0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
v[2] = MultiTexVertex( 10.0f, 10.0f, 5.0f,
1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f);
v[3] = MultiTexVertex(-10.0f, -10.0f, 5.0f,
0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f);
v[4] = MultiTexVertex( 10.0f, 10.0f, 5.0f,
1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f);
v[5] = MultiTexVertex( 10.0f, -10.0f, 5.0f,
1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f);
QuadVB->Unlock();
//
// Compile shader
//
ID3DXBuffer* shader = 0;
ID3DXBuffer* errorBuffer = 0;
hr = D3DXCompileShaderFromFile(
"ps_multitex.txt",
0,
0,
"Main", // entry point function name
"ps_1_1",
D3DXSHADER_DEBUG,
&shader,
&errorBuffer,
&MultiTexCT);
// output any error messages
if( errorBuffer )
{
::MessageBox(0, (char*)errorBuffer->GetBufferPointer(), 0, 0);
d3d::Release<ID3DXBuffer*>(errorBuffer);
}
if(FAILED(hr))
{
::MessageBox(0, "D3DXCompileShaderFromFile() - FAILED", 0, 0);
return false;
}
//
// Create Pixel Shader
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