Unit C2DX8Render
Description
CAST Engine DirectX 8 render unit(C) 2006 George "Mirage" Bakhtadze. www.casteng.com
The source code may be used under either MPL 1.1 or LGPL 2.1 license. See included license.txt file
Unit contains DirectX 8-based renderer implementation classes
Classes, Interfaces and Objects
Functions and Procedures
Overview
Description
Types
Overview
Description
D3DVSDT_UBYTE4, D3DVSDT_FLOAT1, D3DVSDT_FLOAT2); // Unsupported by DX8
Constants
Overview
BufferLockFlags : array[Boolean, Boolean] of Cardinal = ((D3DLOCK_NOOVERWRITE*1 or 0*D3DLOCK_DISCARD or 0*D3DLOCK_NOSYSLOCK, D3DLOCK_DISCARD*1 or 0*D3DLOCK_NOSYSLOCK), (D3DLOCK_NOOVERWRITE*0, 1*D3DLOCK_DISCARD)); |
BufferPool : array[Boolean] of TD3DPool = (D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEM); |
BufferUsage : array[Boolean] of Cardinal = (D3DUSAGE_DYNAMIC or D3DUSAGE_WRITEONLY, D3DUSAGE_WRITEONLY); |
DeviceTypesEnum = 'Hardware\&Reference\&Software'; |
dtHAL = 0; |
dtREF = 1; |
dtSW = 2; |
FullScreenWindowStyle = WS_POPUP or WS_VISIBLE; |
VertexDataTypeToD3DVSDT : array[vdtFloat1..vdtInt16_4] of Cardinal = (D3DVSDT_FLOAT1, D3DVSDT_FLOAT2, D3DVSDT_FLOAT3, D3DVSDT_FLOAT4, D3DVSDT_D3DCOLOR, D3DVSDT_UBYTE4, D3DVSDT_SHORT2, D3DVSDT_SHORT4); |
Description
Flags for dynamic and static vertex buffers lock with keeping contents or without
Pool flags for vertex buffers with fully hardware vertex processing and hardware T&L with software shader emulation
Usage flags for dynamic and static vertex buffers
Device types string enumeration
Hardware accelerated layer
Reference software rasterizer
Software rasterizer
Static non-discard and discard lock
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Last modified: Jan 6, 2010
Copyright (C) 2006-2010, casteng.com
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