16
I have no idea what this means. But here is the code that it supposely is happening in.
//=======================================================================================
// d3dApp.cpp by Frank Luna (C) 2008 All Rights Reserved.
//=======================================================================================
#include "d3dApp.h"
#include <stream>
LRESULT CALLBACK
MainWndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
static D3DApp* app = 0;
switch( msg )
{
case WM_CREATE:
{
// Get the 'this' pointer we passed to CreateWindow via the lpParam parameter.
CREATESTRUCT* cs = (CREATESTRUCT*)lParam;
app = (D3DApp*)cs->lpCreateParams;
return 0;
}
}
// Don't start processing messages until after WM_CREATE.
if( app )
return app->msgProc(msg, wParam, lParam);
else
return DefWindowProc(hwnd, msg, wParam, lParam);
}
D3DApp::D3DApp(HINSTANCE hInstance)
{
mhAppInst = hInstance;
mhMainWnd = 0;
mAppPaused = false;
mMinimized = false;
mMaximized = false;
mResizing = false;
mFrameStats = L"";
md3dDevice = 0;
mSwapChain = 0;
mDepthStencilBuffer = 0;
mRenderTargetView = 0;
mDepthStencilView = 0;
mFont = 0;
mMainWndCaption = L"D3D10 Application";
md3dDriverType = D3D10_DRIVER_TYPE_HARDWARE;
mClearColor = D3DXCOLOR(0.0f, 0.0f, 1.0f, 1.0f);
mClientWidth = 800;
mClientHeight = 600;
}
D3DApp::~D3DApp()
{
ReleaseCOM(mRenderTargetView);
ReleaseCOM(mDepthStencilView);
ReleaseCOM(mSwapChain);
ReleaseCOM(mDepthStencilBuffer);
ReleaseCOM(md3dDevice);
ReleaseCOM(mFont);
}
HINSTANCE D3DApp::getAppInst()
{
return mhAppInst;
}
HWND D3DApp::getMainWnd()
{
return mhMainWnd;
}
int D3DApp::run()
{
MSG msg = {0};
mTimer.reset();
while(msg.message != WM_QUI