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Examples: DirectX10, DirectX11: Simplified main example code.
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@ -16,17 +16,9 @@ static ID3D10RenderTargetView* g_mainRenderTargetView = NULL;
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void CreateRenderTarget()
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void CreateRenderTarget()
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{
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{
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DXGI_SWAP_CHAIN_DESC sd;
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g_pSwapChain->GetDesc(&sd);
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// Create the render target
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ID3D10Texture2D* pBackBuffer;
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ID3D10Texture2D* pBackBuffer;
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D3D10_RENDER_TARGET_VIEW_DESC render_target_view_desc;
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ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
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render_target_view_desc.Format = sd.BufferDesc.Format;
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render_target_view_desc.ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2D;
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g_pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*)&pBackBuffer);
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g_pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*)&pBackBuffer);
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g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
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g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
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pBackBuffer->Release();
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pBackBuffer->Release();
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}
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}
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@ -16,17 +16,9 @@ static ID3D11RenderTargetView* g_mainRenderTargetView = NULL;
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void CreateRenderTarget()
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void CreateRenderTarget()
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{
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{
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DXGI_SWAP_CHAIN_DESC sd;
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g_pSwapChain->GetDesc(&sd);
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// Create the render target
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ID3D11Texture2D* pBackBuffer;
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ID3D11Texture2D* pBackBuffer;
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D3D11_RENDER_TARGET_VIEW_DESC render_target_view_desc;
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ZeroMemory(&render_target_view_desc, sizeof(render_target_view_desc));
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render_target_view_desc.Format = sd.BufferDesc.Format;
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render_target_view_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
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g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
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g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
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g_pd3dDevice->CreateRenderTargetView(pBackBuffer, &render_target_view_desc, &g_mainRenderTargetView);
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g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_mainRenderTargetView);
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pBackBuffer->Release();
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pBackBuffer->Release();
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}
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}
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