Thrills and Spills

Enough twirling to make your head spin! Enough gifs to make yo...
Mar 6, 2013 09:25
Mar 6, 2013 09:24
 

  /anime/bin

alias /stackoverflow/bin ls -Fal
Mar 6, 2013 09:24
Crazy. Welp, let me go find a gif!
Mar 6, 2013 09:23
.... 941 rep?
Mar 6, 2013 09:23
When did I ever earn enough rep on Anime.SE? o-O
Mar 6, 2013 09:23
...I can say stuff here?
 

 Game Development

Game development and other polite discussion. Game development...
Jan 8, 2013 06:39
GASP
Jan 8, 2013 06:38
Trillian is... ... live
Jan 8, 2013 06:38
Alright
Jan 8, 2013 06:38
Hum.
Jan 8, 2013 06:35
Okay guess I gott amake an account somewhere.
Jan 8, 2013 06:35
Uh
Jan 8, 2013 06:31
I can't imagine people would clear the color differently than that, though.
Jan 8, 2013 06:31
Naw. I just made it up on the fly.
Jan 8, 2013 06:31
Hm?
Jan 8, 2013 06:28
Shiny bright window.
Jan 8, 2013 06:28
DUN DUN DUN DUUUHHH
Jan 8, 2013 06:28
But I got it.
Jan 8, 2013 06:28
You did. :P
Jan 8, 2013 06:26
Good choice
Jan 8, 2013 06:21
Heh
Jan 8, 2013 06:20
Somewhere at the top, I guess!
Jan 8, 2013 06:20
Uh
Jan 8, 2013 06:17
Mmhmm
Jan 8, 2013 06:15
And what happens when you make multiple windows? :P
Jan 8, 2013 06:15
Well, it could get complicated fast if we do it that way.
Jan 8, 2013 06:15
Haha.
Jan 8, 2013 06:14
That's fine enough. Albeit, our WndProc will have to be a static function to work with that, but that's fine.
Jan 8, 2013 06:14
Naawww.
Jan 8, 2013 06:13
Savvy.
Jan 8, 2013 06:13
Ooh, you take a function pointer.
Jan 8, 2013 06:12
To get messages we want, we'll add a NextMessage function on the Window class, so we can externally poll for events without worrying about the WndProc actions.
Jan 8, 2013 06:11
WndProc should be handled by the Window class.
Jan 8, 2013 06:09
The third. WinMain is for Windows GUI apps. We're making our own windows here.
Jan 8, 2013 06:08
Oh shit, we have no entry point, haha.
Jan 8, 2013 06:08
References are meant to avoid copies.
Jan 8, 2013 06:08
If you pass something by value, then a a temporary is made.
Jan 8, 2013 06:08
If you pass something down by reference, then no temporaries are made.
Jan 8, 2013 06:06
x3
Jan 8, 2013 06:04
and whip me into shape.
Jan 8, 2013 06:04
And it'll let me know the project has changed
Jan 8, 2013 06:04
To shock-update me, hit Ctrl + Shift + S
Jan 8, 2013 06:02
They can then boil that down to whatever they need on their own (device->DeviceContext, device->Device)
Jan 8, 2013 06:02
Everyone keeps a reference (pointer) to GraphicsDevice.
Jan 8, 2013 05:58
And the overhead is negligible, because you're not making 100000 texture/vertex/index buffers.
Jan 8, 2013 05:58
so the holding reference makes it easier to work with.
Jan 8, 2013 05:58
I don't expect a lot of GpuBuffer-based or Texture-based things floating around,
Jan 8, 2013 05:56
And keep a reference to it.
Jan 8, 2013 05:56
GraphicsResource takes a GraphicsDevice (Or in this case, D3dRenderer) by default
Jan 8, 2013 05:56
All inherit from GraphicsResource, so they always have access to it when they need it.