DriveHQ Start Menu
Cloud Drive Mapping
Folder Sync
Cloud Backup
True Drop Box
FTP/SFTP Hosting
Group Account
DriveHQ Start Menu
Online File Server
My Storage
|
Manage Shares
|
Publishes
|
Drop Boxes
|
Group Account
WebDAV Drive Mapping
Cloud Drive Home
|
WebDAV Guide
|
Drive Mapping Tool
|
Drive Mapping URL
Complete Data Backup
Backup Guide
|
Online Backup Tool
|
Cloud-to-Cloud Backup
FTP, Email & Web Service
FTP Home
|
FTP Hosting FAQ
|
Email Hosting
|
EmailManager
|
Web Hosting
Help & Resources
About
|
Enterprise Service
|
Partnership
|
Comparisons
|
Support
Quick Links
Security and Privacy
Download Software
Service Manual
Use Cases
Group Account
Online Help
Blog
Contact
Cloud Surveillance
Sign Up
Login
Features
Business Features
Online File Server
FTP Hosting
Cloud Drive Mapping
Cloud File Backup
Email Backup & Hosting
Cloud File Sharing
Folder Synchronization
Group Management
True Drop Box
Full-text Search
AD Integration/SSO
Mobile Access
IP Camera & DVR Solution
More...
Personal Features
Personal Cloud Drive
Backup All Devices
Mobile APPs
Personal Web Hosting
Sub-Account (for Kids)
Home/PC/Kids Monitoring
More...
Software
DriveHQ Drive Mapping Tool
DriveHQ FileManager
DriveHQ Online Backup
DriveHQ Mobile Apps
Pricing
Business Plans & Pricing
Personal Plans & Pricing
Price Comparison with Others
Feature Comparison with Others
Install Mobile App
Sign up
Creating account...
Invalid character in username! Only 0-9, a-z, A-Z, _, -, . allowed.
Username is required!
Invalid email address!
E-mail is required!
Password is required!
Password is invalid!
Password and confirmation do not match.
Confirm password is required!
I accept
Membership Agreement
Please read the Membership Agreement and check "I accept"!
Free Quick Sign-up
Sign-up Page
Log in
Signing in...
Username or e-mail address is required!
Password is required!
Keep me logged in
Quick Login
Forgot Password
Up
Upload
Download
Share
Publish
New Folder
New File
Copy
Cut
Delete
Paste
Rate
Upgrade
Rotate
Effect
Edit
Slide
History
//-------------------------------------------------------------------------------------- // File: DXUT.h // // Copyright (c) Microsoft Corporation. All rights reserved. //-------------------------------------------------------------------------------------- #pragma once #ifndef DXUT_H #define DXUT_H #ifndef UNICODE #error "DXUT requires a Unicode build. See the nearby comments for details" // // If you are using Microsoft Visual C++ .NET, under the General tab of the project // properties change the Character Set to 'Use Unicode Character Set'. // // Windows XP and later are native Unicode so Unicode applications will perform better. // For Windows 98 and Windows Me support, consider using the Microsoft Layer for Unicode (MSLU). // // To use MSLU, link against a set of libraries similar to this // /nod:kernel32.lib /nod:advapi32.lib /nod:user32.lib /nod:gdi32.lib /nod:shell32.lib /nod:comdlg32.lib /nod:version.lib /nod:mpr.lib /nod:rasapi32.lib /nod:winmm.lib /nod:winspool.lib /nod:vfw32.lib /nod:secur32.lib /nod:oleacc.lib /nod:oledlg.lib /nod:sensapi.lib UnicoWS.lib kernel32.lib advapi32.lib user32.lib gdi32.lib shell32.lib comdlg32.lib version.lib mpr.lib rasapi32.lib winmm.lib winspool.lib vfw32.lib secur32.lib oleacc.lib oledlg.lib sensapi.lib dxerr.lib dxguid.lib d3dx9d.lib d3d9.lib comctl32.lib // and put the unicows.dll (available for download from msdn.microsoft.com) in the exe's folder. // // For more details see the MSDN article titled: // "MSLU: Develop Unicode Applications for Windows 9x Platforms with the Microsoft Layer for Unicode" // at http://msdn.microsoft.com/msdnmag/issues/01/10/MSLU/default.aspx // #endif #ifndef STRICT #define STRICT #endif // If app hasn't choosen, set to work with Windows 98, Windows Me, Windows 2000, Windows XP and beyond #ifndef WINVER #define WINVER 0x0500 #endif #ifndef _WIN32_WINDOWS #define _WIN32_WINDOWS 0x0500 #endif #ifndef _WIN32_WINNT #define _WIN32_WINNT 0x0600 #endif // #define DXUT_AUTOLIB to automatically include the libs needed for DXUT #ifdef DXUT_AUTOLIB #pragma comment( lib, "dxerr.lib" ) #pragma comment( lib, "dxguid.lib" ) #pragma comment( lib, "d3d9.lib" ) #pragma comment( lib, "d3d10.lib" ) #if defined(DEBUG) || defined(_DEBUG) #pragma comment( lib, "d3dx9d.lib" ) #pragma comment( lib, "d3dx10d.lib" ) #else #pragma comment( lib, "d3dx9.lib" ) #pragma comment( lib, "d3dx10.lib" ) #endif #pragma comment( lib, "winmm.lib" ) #pragma comment( lib, "comctl32.lib" ) #endif #pragma warning( disable : 4100 ) // disable unreference formal parameter warnings for /W4 builds // Enable extra D3D debugging in debug builds if using the debug DirectX runtime. // This makes D3D objects work well in the debugger watch window, but slows down // performance slightly. #if defined(DEBUG) || defined(_DEBUG) #ifndef D3D_DEBUG_INFO #define D3D_DEBUG_INFO #endif #endif // Standard Windows includes #include
#include
#include
#include
#include
// for InitCommonControls() #include
// for ExtractIcon() #include
// for placement new #include
#include
#include
#include
// CRT's memory leak detection #if defined(DEBUG) || defined(_DEBUG) #include
#endif // Direct3D9 includes #include
#include
// Direct3D10 includes #include
#include
#include
#include
// XInput includes #include
// HRESULT translation for Direct3D10 and other APIs #include
// strsafe.h deprecates old unsecure string functions. If you // really do not want to it to (not recommended), then uncomment the next line //#define STRSAFE_NO_DEPRECATE #ifndef STRSAFE_NO_DEPRECATE #pragma deprecated("strncpy") #pragma deprecated("wcsncpy") #pragma deprecated("_tcsncpy") #pragma deprecated("wcsncat") #pragma deprecated("strncat") #pragma deprecated("_tcsncat") #endif #pragma warning( disable : 4996 ) // disable deprecated warning #include
#pragma warning( default : 4996 ) #if defined(DEBUG) || defined(_DEBUG) #ifndef V #define V(x) { hr = (x); if( FAILED(hr) ) { DXUTTrace( __FILE__, (DWORD)__LINE__, hr, L#x, true ); } } #endif #ifndef V_RETURN #define V_RETURN(x) { hr = (x); if( FAILED(hr) ) { return DXUTTrace( __FILE__, (DWORD)__LINE__, hr, L#x, true ); } } #endif #else #ifndef V #define V(x) { hr = (x); } #endif #ifndef V_RETURN #define V_RETURN(x) { hr = (x); if( FAILED(hr) ) { return hr; } } #endif #endif #ifndef SAFE_DELETE #define SAFE_DELETE(p) { if (p) { delete (p); (p)=NULL; } } #endif #ifndef SAFE_DELETE_ARRAY #define SAFE_DELETE_ARRAY(p) { if (p) { delete[] (p); (p)=NULL; } } #endif #ifndef SAFE_RELEASE #define SAFE_RELEASE(p) { if (p) { (p)->Release(); (p)=NULL; } } #endif //-------------------------------------------------------------------------------------- // Structs //-------------------------------------------------------------------------------------- struct DXUTD3D9DeviceSettings { UINT AdapterOrdinal; D3DDEVTYPE DeviceType; D3DFORMAT AdapterFormat; DWORD BehaviorFlags; D3DPRESENT_PARAMETERS pp; }; struct DXUTD3D10DeviceSettings { UINT AdapterOrdinal; D3D10_DRIVER_TYPE DriverType; UINT Output; DXGI_SWAP_CHAIN_DESC sd; UINT32 CreateFlags; UINT32 SyncInterval; DWORD PresentFlags; bool AutoCreateDepthStencil; // DXUT will create the a depth stencil resource and view if true DXGI_FORMAT AutoDepthStencilFormat; }; enum DXUTDeviceVersion { DXUT_D3D9_DEVICE, DXUT_D3D10_DEVICE }; struct DXUTDeviceSettings { DXUTDeviceVersion ver; union { DXUTD3D9DeviceSettings d3d9; // only valid if ver == DXUT_D3D9_DEVICE DXUTD3D10DeviceSettings d3d10; // only valid if ver == DXUT_D3D10_DEVICE }; }; //-------------------------------------------------------------------------------------- // Error codes //-------------------------------------------------------------------------------------- #define DXUTERR_NODIRECT3D MAKE_HRESULT(SEVERITY_ERROR, FACILITY_ITF, 0x0901) #define DXUTERR_NOCOMPATIBLEDEVICES MAKE_HRESULT(SEVERITY_ERROR, FACILITY_ITF, 0x0902) #define DXUTERR_MEDIANOTFOUND MAKE_HRESULT(SEVERITY_ERROR, FACILITY_ITF, 0x0903) #define DXUTERR_NONZEROREFCOUNT MAKE_HRESULT(SEVERITY_ERROR, FACILITY_ITF, 0x0904) #define DXUTERR_CREATINGDEVICE MAKE_HRESULT(SEVERITY_ERROR, FACILITY_ITF, 0x0905) #define DXUTERR_RESETTINGDEVICE MAKE_HRESULT(SEVERITY_ERROR, FACILITY_ITF, 0x0906) #define DXUTERR_CREATINGDEVICEOBJECTS MAKE_HRESULT(SEVERITY_ERROR, FACILITY_ITF, 0x0907) #define DXUTERR_RESETTINGDEVICEOBJECTS MAKE_HRESULT(SEVERITY_ERROR, FACILITY_ITF, 0x0908) #define DXUTERR_DEVICEREMOVED MAKE_HRESULT(SEVERITY_ERROR, FACILITY_ITF, 0x090A) //-------------------------------------------------------------------------------------- // Callback registration //-------------------------------------------------------------------------------------- // General callbacks typedef void (CALLBACK *LPDXUTCALLBACKFRAMEMOVE)( double fTime, float fElapsedTime, void* pUserContext ); typedef void (CALLBACK *LPDXUTCALLBACKKEYBOARD)( UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext ); typedef void (CALLBACK *LPDXUTCALLBACKMOUSE)( bool bLeftButtonDown, bool bRightButtonDown, bool bMiddleButtonDown, bool bSideButton1Down, bool bSideButton2Down, int nMouseWheelDelta, int xPos, int yPos, void* pUserContext ); typedef LRESULT (CALLBACK *LPDXUTCALLBACKMSGPROC)( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing, void* pUserContext ); typedef void (CALLBACK *LPDXUTCALLBACKTIMER)( UINT idEvent, void* pUserContext ); typedef bool (CALLBACK *LPDXUTCALLBACKMODIFYDEVICESETTINGS)( DXUTDeviceSettings* pDeviceSettings, void* pUserContext ); typedef bool (CALLBACK *LPDXUTCALLBACKDEVICEREMOVED)( void* pUserContext ); // Direct3D 9 callbacks typedef bool (CALLBACK *LPDXUTCALLBACKISD3D9DEVICEACCEPTABLE)( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat, bool bWindowed, void* pUserContext ); typedef HRESULT (CALLBACK *LPDXUTCALLBACKD3D9DEVICECREATED)( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ); typedef HRESULT (CALLBACK *LPDXUTCALLBACKD3D9DEVICERESET)( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ); typedef void (CALLBACK *LPDXUTCALLBACKD3D9FRAMERENDER)( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext ); typedef void (CALLBACK *LPDXUTCALLBACKD3D9DEVICELOST)( void* pUserContext ); typedef void (CALLBACK *LPDXUTCALLBACKD3D9DEVICEDESTROYED)( void* pUserContext ); // Direct3D 10 callbacks typedef bool (CALLBACK *LPDXUTCALLBACKISD3D10DEVICEACCEPTABLE)( UINT Adapter, UINT Output, D3D10_DRIVER_TYPE DeviceType, DXGI_FORMAT BackBufferFormat, bool bWindowed, void* pUserContext ); typedef HRESULT (CALLBACK *LPDXUTCALLBACKD3D10DEVICECREATED)( ID3D10Device* pd3dDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ); typedef HRESULT (CALLBACK *LPDXUTCALLBACKD3D10SWAPCHAINRESIZED)( ID3D10Device* pd3dDevice, IDXGISwapChain *pSwapChain, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ); typedef void (CALLBACK *LPDXUTCALLBACKD3D10FRAMERENDER)( ID3D10Device* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext ); typedef void (CALLBACK *LPDXUTCALLBACKD3D10SWAPCHAINRELEASING)( void* pUserContext ); typedef void (CALLBACK *LPDXUTCALLBACKD3D10DEVICEDESTROYED)( void* pUserContext ); // General callbacks void WINAPI DXUTSetCallbackFrameMove( LPDXUTCALLBACKFRAMEMOVE pCallback, void* pUserContext = NULL ); void WINAPI DXUTSetCallbackKeyboard( LPDXUTCALLBACKKEYBOARD pCallback, void* pUserContext = NULL ); void WINAPI DXUTSetCallbackMouse( LPDXUTCALLBACKMOUSE pCallback, bool bIncludeMouseMove = false, void* pUserContext = NULL ); void WINAPI DXUTSetCallbackMsgProc( LPDXUTCALLBACKMSGPROC pCallback, void* pUserContext = NULL ); void WINAPI DXUTSetCallbackDeviceChanging( LPDXUTCALLBACKMODIFYDEVICESETTINGS pCallback, void* pUserContext = NULL ); void WINAPI DXUTSetCallbackDeviceRemoved( LPDXUTCALLBACKDEVICEREMOVED pCallback, void* pUserContext = NULL ); // Direct3D 9 callbacks void WINAPI DXUTSetCallbackD3D9DeviceAcceptable( LPDXUTCALLBACKISD3D9DEVICEACCEPTABLE pCallback, void* pUserContext = NULL ); void WINAPI DXUTSetCallbackD3D9DeviceCreated( LPDXUTCALLBACKD3D9DEVICECREATED pCallback, void* pUserContext = NULL ); void WINAPI DXUTSetCallbackD3D9DeviceReset( LPDXUTCALLBACKD3D9DEVICERESET pCallback, void* pUserContext = NULL ); void WINAPI DXUTSetCallbackD3D9FrameRender( LPDXUTCALLBACKD3D9FRAMERENDER pCallback, void* pUserContext = NULL ); void WINAPI DXUTSetCallbackD3D9DeviceLost( LPDXUTCALLBACKD3D9DEVICELOST pCallback, void* pUserContext = NULL ); void WINAPI DXUTSetCallbackD3D9DeviceDestroyed( LPDXUTCALLBACKD3D9DEVICEDESTROYED pCallback, void* pUserContext = NULL ); // Direct3D 10 callbacks void WINAPI DXUTSetCallbackD3D10DeviceAcceptable( LPDXUTCALLBACKISD3D10DEVICEACCEPTABLE pCallback, void* pUserContext = NULL ); void WINAPI DXUTSetCallbackD3D10DeviceCreated( LPDXUTCALLBACKD3D10DEVICECREATED pCallback, void* pUserContext = NULL ); void WINAPI DXUTSetCallbackD3D10SwapChainResized( LPDXUTCALLBACKD3D10SWAPCHAINRESIZED pCallback, void* pUserContext = NULL ); void WINAPI DXUTSetCallbackD3D10FrameRender( LPDXUTCALLBACKD3D10FRAMERENDER pCallback, void* pUserContext = NULL ); void WINAPI DXUTSetCallbackD3D10SwapChainReleasing( LPDXUTCALLBACKD3D10SWAPCHAINRELEASING pCallback, void* pUserContext = NULL ); void WINAPI DXUTSetCallbackD3D10DeviceDestroyed( LPDXUTCALLBACKD3D10DEVICEDESTROYED pCallback, void* pUserContext = NULL ); //-------------------------------------------------------------------------------------- // Initialization //-------------------------------------------------------------------------------------- HRESULT WINAPI DXUTInit( bool bParseCommandLine = true, bool bShowMsgBoxOnError = true, WCHAR* strExtraCommandLineParams = NULL, bool bThreadSafeDXUT = false ); // Choose either DXUTCreateWindow or DXUTSetWindow. If using DXUTSetWindow, consider using DXUTStaticWndProc HRESULT WINAPI DXUTCreateWindow( const WCHAR* strWindowTitle = L"Direct3D Window", HINSTANCE hInstance = NULL, HICON hIcon = NULL, HMENU hMenu = NULL, int x = CW_USEDEFAULT, int y = CW_USEDEFAULT ); HRESULT WINAPI DXUTSetWindow( HWND hWndFocus, HWND hWndDeviceFullScreen, HWND hWndDeviceWindowed, bool bHandleMessages = true ); LRESULT CALLBACK DXUTStaticWndProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam ); // Choose either DXUTCreateDevice or DXUTSetD3D*Device or DXUTCreateD3DDeviceFromSettings HRESULT WINAPI DXUTCreateDevice( bool bWindowed = true, int nSuggestedWidth = 0, int nSuggestedHeight = 0 ); HRESULT WINAPI DXUTCreateDeviceFromSettings( DXUTDeviceSettings* pDeviceSettings, bool bPreserveInput = false, bool bClipWindowToSingleAdapter = true ); HRESULT WINAPI DXUTSetD3D9Device( IDirect3DDevice9* pd3dDevice ); HRESULT WINAPI DXUTSetD3D10Device( ID3D10Device* pd3dDevice, IDXGISwapChain* pSwapChain ); // Choose either DXUTMainLoop or implement your own main loop HRESULT WINAPI DXUTMainLoop( HACCEL hAccel = NULL ); // If not using DXUTMainLoop consider using DXUTRender3DEnvironment void WINAPI DXUTRender3DEnvironment(); //-------------------------------------------------------------------------------------- // Common Tasks //-------------------------------------------------------------------------------------- HRESULT WINAPI DXUTToggleFullScreen(); HRESULT WINAPI DXUTToggleREF(); void WINAPI DXUTPause( bool bPauseTime, bool bPauseRendering ); void WINAPI DXUTSetConstantFrameTime( bool bConstantFrameTime, float fTimePerFrame = 0.0333f ); void WINAPI DXUTSetCursorSettings( bool bShowCursorWhenFullScreen = false, bool bClipCursorWhenFullScreen = false ); void WINAPI DXUTSetD3DVersionSupport( bool bAppCanUseD3D9 = true, bool bAppCanUseD3D10 = true ); void WINAPI DXUTSetHotkeyHandling( bool bAltEnterToToggleFullscreen = true, bool bEscapeToQuit = true, bool bPauseToToggleTimePause = true ); void WINAPI DXUTSetMultimonSettings( bool bAutoChangeAdapter = true ); void WINAPI DXUTSetShortcutKeySettings( bool bAllowWhenFullscreen = false, bool bAllowWhenWindowed = true ); // Controls the Windows key, and accessibility shortcut keys void WINAPI DXUTSetWindowSettings( bool bCallDefWindowProc = true ); HRESULT WINAPI DXUTSetTimer( LPDXUTCALLBACKTIMER pCallbackTimer, float fTimeoutInSecs = 1.0f, UINT* pnIDEvent = NULL, void* pCallbackUserContext = NULL ); HRESULT WINAPI DXUTKillTimer( UINT nIDEvent ); void WINAPI DXUTResetFrameworkState(); void WINAPI DXUTShutdown( int nExitCode = 0 ); //-------------------------------------------------------------------------------------- // State Retrieval //-------------------------------------------------------------------------------------- // Direct3D 9 IDirect3D9* WINAPI DXUTGetD3D9Object(); // Does not addref unlike typical Get* APIs IDirect3DDevice9* WINAPI DXUTGetD3D9Device(); // Does not addref unlike typical Get* APIs D3DPRESENT_PARAMETERS WINAPI DXUTGetD3D9PresentParameters(); const D3DSURFACE_DESC* WINAPI DXUTGetD3D9BackBufferSurfaceDesc(); const D3DCAPS9* WINAPI DXUTGetD3D9DeviceCaps(); HRESULT WINAPI DXUTGetD3D9DeviceCaps( DXUTDeviceSettings* pDeviceSettings, D3DCAPS9* pCaps ); bool WINAPI DXUTDoesAppSupportD3D9(); bool WINAPI DXUTIsAppRenderingWithD3D9(); // Direct3D 10 bool WINAPI DXUTIsD3D10Available(); // If D3D10 APIs are availible IDXGIFactory* WINAPI DXUTGetDXGIFactory(); // Does not addref unlike typical Get* APIs ID3D10Device* WINAPI DXUTGetD3D10Device(); // Does not addref unlike typical Get* APIs ID3D10Device1* WINAPI DXUTGetD3D10Device1(); // Does not addref unlike typical Get* APIs IDXGISwapChain* WINAPI DXUTGetDXGISwapChain(); // Does not addref unlike typical Get* APIs ID3D10RenderTargetView* WINAPI DXUTGetD3D10RenderTargetView(); // Does not addref unlike typical Get* APIs ID3D10DepthStencilView* WINAPI DXUTGetD3D10DepthStencilView(); // Does not addref unlike typical Get* APIs const DXGI_SURFACE_DESC* WINAPI DXUTGetDXGIBackBufferSurfaceDesc(); bool WINAPI DXUTDoesAppSupportD3D10(); bool WINAPI DXUTIsAppRenderingWithD3D10(); // General DXUTDeviceSettings WINAPI DXUTGetDeviceSettings(); HINSTANCE WINAPI DXUTGetHINSTANCE(); HWND WINAPI DXUTGetHWND(); HWND WINAPI DXUTGetHWNDFocus(); HWND WINAPI DXUTGetHWNDDeviceFullScreen(); HWND WINAPI DXUTGetHWNDDeviceWindowed(); RECT WINAPI DXUTGetWindowClientRect(); RECT WINAPI DXUTGetWindowClientRectAtModeChange(); // Useful for returning to windowed mode with the same resolution as before toggle to full screen mode RECT WINAPI DXUTGetFullsceenClientRectAtModeChange(); // Useful for returning to full screen mode with the same resolution as before toggle to windowed mode double WINAPI DXUTGetTime(); float WINAPI DXUTGetElapsedTime(); bool WINAPI DXUTIsWindowed(); float WINAPI DXUTGetFPS(); LPCWSTR WINAPI DXUTGetWindowTitle(); LPCWSTR WINAPI DXUTGetFrameStats( bool bIncludeFPS = false ); LPCWSTR WINAPI DXUTGetDeviceStats(); LPCWSTR WINAPI DXUTGetD3D10CounterStats(); bool WINAPI DXUTIsVsyncEnabled(); bool WINAPI DXUTIsRenderingPaused(); bool WINAPI DXUTIsTimePaused(); bool WINAPI DXUTIsActive(); int WINAPI DXUTGetExitCode(); bool WINAPI DXUTGetShowMsgBoxOnError(); bool WINAPI DXUTGetAutomation(); // Returns true if -automation parameter is used to launch the app bool WINAPI DXUTIsKeyDown( BYTE vKey ); // Pass a virtual-key code, ex. VK_F1, 'A', VK_RETURN, VK_LSHIFT, etc bool WINAPI DXUTIsMouseButtonDown( BYTE vButton ); // Pass a virtual-key code: VK_LBUTTON, VK_RBUTTON, VK_MBUTTON, VK_XBUTTON1, VK_XBUTTON2 HRESULT WINAPI DXUTCreateState(); // Optional method to create DXUT's memory. If its not called by the application it will be automatically called when needed void WINAPI DXUTDestroyState(); // Optional method to destroy DXUT's memory. If its not called by the application it will be automatically called after the application exits WinMain //-------------------------------------------------------------------------------------- // DXUT core layer includes //-------------------------------------------------------------------------------------- #include "DXUTmisc.h" #include "DXUTenum.h" #endif
DXUT.h
Page URL
File URL
Prev
2/10
Next
Download
( 18 KB )
Note: The DriveHQ service banners will NOT be displayed if the file owner is a paid member.
Comments
Total ratings:
0
Average rating:
Not Rated
Would you like to comment?
Join DriveHQ
for a free account, or
Logon
if you are already a member.