Quick and Easy PC Repair
Sometimes your computer may display a message about C # directx onpaint. There can be several reasons for this problem.
We now turn to drawing a specific DirectX (MDX 1.1) driven triangle using C #. The material presented on this site will be consistent with the latest tutorial written in C ++.
This tutorial was created using a coupon and tested in Visual Studio 2008 Express. However, the exchange should work since 2005. You will also need the DirectX 2007 SDK in early August. I am using June 2007. You can download it by link type.
Tutorial Source And Project Files
To create the end result that this tutorial teaches – project files, binaries, sources – use the link:
- Download C # Sources and Binaries [~ 10KB]
Everything related to DirectX program, form and configuration is not covered in this tutorial as explained last time. Check out the Managed DirectX C # 1 tutorials if you want to learn more.
In this article, we will remove the code from the tutorial as the last step and expand on this situation. We really need to turnThere is only one function – OnPaint (). When the project starts for the latest publicly available tutorial, you can remove the content from OnPaint. We will replace dozens of lines with the following section.
Vertex Detection And Visualization
Unlike using DirectX in C ++, there is no need to define your own FVF vertex command line. The predefined managed DirectX has vertex shapes. The one we need to use to draw our triangle is represented by the TransformedColored structure. This structure is a nested state in the CustomVertex class. The CustomVertex class contains many structures that include common fixed-format vertex types. Basically the various types of vertices you usually need to actually use FVF codes in C ++ are already defined by DirectX.
You do not need to create a vertex buffer object as is the case with native DirectX. You can create the original arrangement of the vertices and thus transfer them directly to the drawing exercise. However, Still mdx can work with a hardware vertex buffer if you need it.
These twothe biggest differences make it very easy to assess. Paste the following code into OnPaint () and you’re done:
CustomVertex.TransformedColored  vertices mean new CustomVertex.TransformedColored ;
Vertex . = Position new Vector4 (50, 50, 6, 1.0f);
Vertex  .Color = System.Drawing .Color.FromArgb (0, 255, 0) .ToArgb ();
Vertices  .Position = new Vector4 (250, 0, 50, 1.0f);
Vertices  .Color = System.Drawing .Color.FromArgb (0, zero, 255) .ToArgb ();
Vertices  .Position = Vector4 (50, new 250, 0, 1.0f); Film Tops . The color is the same as the system. Drawing.Color.FromArgb (255, 0, 0). toargb ();
m_device.Clear (ClearFlags.Target, System.Drawing.Color.FromArgb (0, 0, 0) .ToArgb (), 1.0f, 0);
m_device.VertexFormat = CustomVertex.TransformedColored.Format;
m_device.DrawUserPrimitives (PrimitiveType.TriangleList, especially vertices);
m_nevice. EndScene. ();
The first line creates a specific array of vertices, and the next six lines and folds fill in information (position and color) about almost every vertex. Then Clear () is called to clarify the understanding. BeginScene () starts writing 3D code like in C ++. We identify DirectX by the type of vertex used to define the VertexFormat. This should be consistent with the nature of the vertex array. DrawUserPrimitives () takes an array of vertices and renders the triangle accordingly. Finally, we end the scene with EndScene () and illustrate everything on the screen with Present (). What could be easier?
Because the application code becomes so small when you select .NET, I am listing all the code here for your convenience. Face = “Courrier ™‚
MainClass class: form
Private device m_device implies null;
this.Text = – “DirectX Managed Tutorial 2”
new» invalid InitGraphics ()
PresentParameters present_params = new PresentParameters ();
new” gift-parameters. Windowed implies true;
in the present_param ..SwapEffect = SwapEffect.Discard;
m_device = new device (0, DeviceType.Hardware, this type,
CreateFlags.SoftwareVertexProcessing, present_params); Vertices = new CustomVertex.TransformedColored ;
vertex . = awkward position new Vector4 (50, 50, 0, 1.0f);
Vertex  means .Color System.Drawing.Color.FromArgb (0, 255, 0) .ToArgb ();
Vertex . Position means new Vector4 (250, 0, 50, 1.0f); Vertices  .Color implies the system .Color.FromArgb (0, 0, 255) .ToArgb (); | .Drawing.Color.FromArgb (255, 0, 0).
m_device.BeginScene (); m_device.DrawUserPrimitives (PrimitiveType.TriangleList, 1, vertices);
Stationary void Main ()
MainForm matches new MainClass ();
AA A A A A A
Exit The Program
Now let’s have some fun. For example, how does the program work? Here’s a screenshot:
Do you know? If so, in particular, good. Determine what will generate the C # .NET equivalent associated with the C ++ tutorial and do just that. If everything looked different last time, we would have this problem.
Hope you getsome insight into the differences and similarities between native DirectX and managed DirectX. If you have any questions or comments, please email me or leave a comment on this post. New
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