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c游戏编程txt4(Cgameprogrammingtxt4)
c++游戏编程 txt4(C++ game programming txt4)
The fourth chapter, WindowsGDI, control and whim
This chapter is the final chapter of pure Windows programming content. We will discuss in detail the contents of using the graphical device interface interface. These include drawing pixels, lines, and simple geometric switches. Then we briefly discuss the timing method to end the Windows programming content with Windows child controls. Finally, a brief introduction to the T3D game console template program, in the book behind all of the content of the template program as the beginning of all demonstrations. The main contents of this chapter are listed below:
Advanced GDI programming, pen, brush and rendering
Child controls
System timing function
Pass messages
Get news
T3D game console
Advanced GDI graphics
I once mentioned that GDI is too slow compared to DirectX. But the GDI are very good in all aspects, and is the Windows system built-in rendering engine, that is to say, if you want to create any tools or standard GDI applications about GDIs work is very good, and know how to GDI and DirectX mix all together use is the use of GDI function to simulate the failed to function in DirectX program is a good way. As a result, GDI can be used as a slower software simulation when writing game program demos, or at least you can understand GDI content.
Here we discuss some basic GDI operations, and you can also browse through Win32 SDK to learn more about GDI content. In this book you can learn some basic techniques, not every function of GDI. Its like watching a computer distributor promoting an exhibition - seeing one and seeing all of them.
Graphical device description table
In the third chapter, advanced Windows programming, you can often see the type handle of the device description table, or HDC, the data type that represents the handle of the device description table. Here, the device description table is a graphical device description table type, and of course there are other dev
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