forked from metin-server/m2dev-client-src
migrate to DirectX 9Ex from DirectX 9
This commit is contained in:
@@ -99,7 +99,7 @@ void CSpeedTreeWrapper::OnRenderPCBlocker()
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CSpeedTreeForestDirectX8::Instance().UpdateSystem(ELTimer_GetMSec() / 1000.0f);
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// 하나만 렌더링 할 때는 LOD 사용하지 않음
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// <EFBFBD>ϳ<EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD> LOD <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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m_pSpeedTree->SetLodLevel(1.0f);
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//Advance();
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@@ -242,7 +242,7 @@ void CSpeedTreeWrapper::OnRender()
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CSpeedTreeForestDirectX8::Instance().UpdateSystem(ELTimer_GetMSec() / 1000.0f);
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// 하나만 렌더링 할 때는 LOD 사용하지 않음
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// <EFBFBD>ϳ<EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD> LOD <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>
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m_pSpeedTree->SetLodLevel(1.0f);
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//Advance();
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@@ -487,11 +487,11 @@ void CSpeedTreeWrapper::SetupBranchBuffers(void)
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SFVFBranchVertex * pVertexBuffer = NULL;
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#ifndef WRAPPER_USE_CPU_WIND
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ms_lpd3dDevice->CreateVertexBuffer(m_unBranchVertexCount * sizeof(SFVFBranchVertex), D3DUSAGE_WRITEONLY, D3DFVF_SPEEDTREE_BRANCH_VERTEX, D3DPOOL_MANAGED, &m_pBranchVertexBuffer, NULL);
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ms_lpd3dDevice->CreateVertexBuffer(m_unBranchVertexCount * sizeof(SFVFBranchVertex), D3DUSAGE_WRITEONLY, D3DFVF_SPEEDTREE_BRANCH_VERTEX, D3DPOOL_DEFAULT, &m_pBranchVertexBuffer, NULL);
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// fill the vertex buffer by interleaving SpeedTree data
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m_pBranchVertexBuffer->Lock(0, 0, reinterpret_cast<void**>(&pVertexBuffer), 0);
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#else
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ms_lpd3dDevice->CreateVertexBuffer(m_unBranchVertexCount * sizeof(SFVFBranchVertex), D3DUSAGE_DYNAMIC, D3DFVF_SPEEDTREE_BRANCH_VERTEX, D3DPOOL_SYSTEMMEM, &m_pBranchVertexBuffer, NULL);
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ms_lpd3dDevice->CreateVertexBuffer(m_unBranchVertexCount * sizeof(SFVFBranchVertex), D3DUSAGE_DYNAMIC, D3DFVF_SPEEDTREE_BRANCH_VERTEX, D3DPOOL_DEFAULT, &m_pBranchVertexBuffer, NULL);
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// fill the vertex buffer by interleaving SpeedTree data
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m_pBranchVertexBuffer->Lock(0, 0, reinterpret_cast<void**>(&pVertexBuffer), D3DLOCK_DISCARD | D3DLOCK_NOSYSLOCK);
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#endif
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@@ -548,7 +548,7 @@ void CSpeedTreeWrapper::SetupBranchBuffers(void)
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// the first LOD level contains the most indices of all the levels, so
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// we use its size to allocate the index buffer
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ms_lpd3dDevice->CreateIndexBuffer(m_pBranchIndexCounts[0] * sizeof(unsigned short), D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_MANAGED, &m_pBranchIndexBuffer, NULL);
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ms_lpd3dDevice->CreateIndexBuffer(m_pBranchIndexCounts[0] * sizeof(unsigned short), D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &m_pBranchIndexBuffer, NULL);
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// fill the index buffer
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unsigned short* pIndexBuffer = NULL;
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@@ -574,11 +574,11 @@ void CSpeedTreeWrapper::SetupFrondBuffers(void)
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// create the vertex buffer for storing frond vertices
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SFVFBranchVertex * pVertexBuffer = NULL;
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#ifndef WRAPPER_USE_CPU_WIND
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ms_lpd3dDevice->CreateVertexBuffer(m_unFrondVertexCount * sizeof(SFVFBranchVertex), D3DUSAGE_WRITEONLY, D3DFVF_SPEEDTREE_BRANCH_VERTEX, D3DPOOL_MANAGED, &m_pFrondVertexBuffer, NULL);
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ms_lpd3dDevice->CreateVertexBuffer(m_unFrondVertexCount * sizeof(SFVFBranchVertex), D3DUSAGE_WRITEONLY, D3DFVF_SPEEDTREE_BRANCH_VERTEX, D3DPOOL_DEFAULT, &m_pFrondVertexBuffer, NULL);
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// fill the vertex buffer by interleaving SpeedTree data
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m_pFrondVertexBuffer->Lock(0, 0, reinterpret_cast<void**>(&pVertexBuffer), 0);
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#else
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ms_lpd3dDevice->CreateVertexBuffer(m_unFrondVertexCount * sizeof(SFVFBranchVertex), D3DUSAGE_DYNAMIC, D3DFVF_SPEEDTREE_BRANCH_VERTEX, D3DPOOL_SYSTEMMEM, &m_pFrondVertexBuffer, NULL);
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ms_lpd3dDevice->CreateVertexBuffer(m_unFrondVertexCount * sizeof(SFVFBranchVertex), D3DUSAGE_DYNAMIC, D3DFVF_SPEEDTREE_BRANCH_VERTEX, D3DPOOL_DEFAULT, &m_pFrondVertexBuffer, NULL);
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// fill the vertex buffer by interleaving SpeedTree data
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m_pFrondVertexBuffer->Lock(0, 0, reinterpret_cast<void**>(&pVertexBuffer), D3DLOCK_DISCARD | D3DLOCK_NOSYSLOCK);
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#endif
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@@ -633,7 +633,7 @@ void CSpeedTreeWrapper::SetupFrondBuffers(void)
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// the first LOD level contains the most indices of all the levels, so
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// we use its size to allocate the index buffer
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ms_lpd3dDevice->CreateIndexBuffer(m_pFrondIndexCounts[0] * sizeof(unsigned short), D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_MANAGED, &m_pFrondIndexBuffer, NULL);
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ms_lpd3dDevice->CreateIndexBuffer(m_pFrondIndexCounts[0] * sizeof(unsigned short), D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &m_pFrondIndexBuffer, NULL);
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// fill the index buffer
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unsigned short * pIndexBuffer = NULL;
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@@ -677,11 +677,11 @@ void CSpeedTreeWrapper::SetupLeafBuffers(void)
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SFVFLeafVertex* pVertexBuffer = NULL;
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// create the vertex buffer for storing leaf vertices
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#ifndef WRAPPER_USE_CPU_LEAF_PLACEMENT
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ms_lpd3dDevice->CreateVertexBuffer(usLeafCount * 6 * sizeof(SFVFLeafVertex), D3DUSAGE_WRITEONLY, D3DFVF_SPEEDTREE_LEAF_VERTEX, D3DPOOL_MANAGED, &m_pLeafVertexBuffer[unLod], nullptr);
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ms_lpd3dDevice->CreateVertexBuffer(usLeafCount * 6 * sizeof(SFVFLeafVertex), D3DUSAGE_WRITEONLY, D3DFVF_SPEEDTREE_LEAF_VERTEX, D3DPOOL_DEFAULT, &m_pLeafVertexBuffer[unLod], nullptr);
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// fill the vertex buffer by interleaving SpeedTree data
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m_pLeafVertexBuffer[unLod]->Lock(0, 0, reinterpret_cast<void**>(&pVertexBuffer), 0);
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#else
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ms_lpd3dDevice->CreateVertexBuffer(usLeafCount * 6 * sizeof(SFVFLeafVertex), D3DUSAGE_DYNAMIC, D3DFVF_SPEEDTREE_LEAF_VERTEX, D3DPOOL_SYSTEMMEM, &m_pLeafVertexBuffer[unLod], NULL);
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ms_lpd3dDevice->CreateVertexBuffer(usLeafCount * 6 * sizeof(SFVFLeafVertex), D3DUSAGE_DYNAMIC, D3DFVF_SPEEDTREE_LEAF_VERTEX, D3DPOOL_DEFAULT, &m_pLeafVertexBuffer[unLod], NULL);
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// fill the vertex buffer by interleaving SpeedTree data
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m_pLeafVertexBuffer[unLod]->Lock(0, 0, reinterpret_cast<void**>(&pVertexBuffer), D3DLOCK_DISCARD | D3DLOCK_NOSYSLOCK);
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#endif
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