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Why doesn't my jpg image appear on the screen? Does anyone know why?

Started by February 17, 2024 04:33 AM
0 comments, last by alexmercer0072024 9 months, 1 week ago

this is my code

#include "Proof.h"

#include <iostream>

#include <fstream>

#include <string>

#include <wrl/client.h>

#include <DirectXMath.h>

#include <d3d11.h>

#include <DXGI.h>

#include <d3dcompiler.h>

#include <DirectXTex.h>

#include <atlbase.h> // Necesario para usar CComPtr

#pragma comment(lib, "d3d11.lib")

#pragma comment(lib, "d3dcompiler.lib")

#pragma comment(lib, "DirectXTex.lib")

#pragma comment (lib, "DXGI.lib")

using namespace DirectX;

using Microsoft::WRL::ComPtr;

LRESULT CALLBACK WindPro(

HWND hwnd,

UINT uMsg,

WPARAM wParam,

LPARAM lParam

) {

switch (uMsg) {

case WM_CLOSE:

DestroyWindow(hwnd);

break;

case WM_DESTROY:

PostQuitMessage(0);

break;

default:

return DefWindowProc(hwnd, uMsg, wParam, lParam);

}

return 0;

}

// input / output File

std::string ReadShaderFile(const std::string& filePath) {

std::ifstream file(filePath);

if (!file.is_open()) {

MessageBoxA(nullptr, ("Error al abrir el archivo: " + filePath).c_str(), "Error", MB_ICONERROR);

return "";

}

std::string content((std::istreambuf_iterator<char>(file)),

(std::istreambuf_iterator<char>()));

return content;

}

int APIENTRY WinMain(

_In_ HINSTANCE hInstance,

_In_opt_ HINSTANCE hPrevInstance,

_In_ LPSTR lpCmdLine,

_In_ int nCmdShow

) {

const wchar_t* ventana = L"ventana";

WNDCLASSEX wcx = {};

wcx.hInstance = hInstance;

wcx.lpszClassName = ventana;

wcx.lpfnWndProc = reinterpret_cast<WNDPROC>(WindPro);

wcx.cbSize = sizeof(WNDCLASSEX);

wcx.style = CS_HREDRAW | CS_VREDRAW;

wcx.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1);

wcx.hCursor = LoadCursor(nullptr, IDC_ARROW);

wcx.lpszMenuName = NULL;

RegisterClassEx(&wcx);

HWND hwnd = CreateWindowExW(

0,

ventana,

L"Game",

WS_OVERLAPPEDWINDOW,

0,

0,

1500,

850,

NULL,

NULL,

hInstance,

NULL

);

//Pointers

const D3D_FEATURE_LEVEL level = D3D_FEATURE_LEVEL_11_0;

D3D_FEATURE_LEVEL levels[] = {

D3D_FEATURE_LEVEL_10_0,

D3D_FEATURE_LEVEL_10_1,

D3D_FEATURE_LEVEL_11_0

};

IDXGIAdapter* pAdapter = nullptr;

IDXGISwapChain* pSwapChain = nullptr;

ID3D11Device* pDevice = nullptr;

ID3D11DeviceContext* pDeviceContext = nullptr;

//Pointers

ID3D11Buffer* pBuffer_Cubo = nullptr;

ID3D11ShaderResourceView* pShaderResourceView_Cubo = nullptr;

ID3D11RenderTargetView* pRenderTargetView_Cubo = nullptr;

ID3D11DepthStencilView* pDepthStencilView_Cubo = nullptr;

ID3D11SamplerState* pSamplerState_Cubo = nullptr;

ID3D11Resource* pResource_Cubo = nullptr;

//

ID3D11PixelShader* pPixelShader = nullptr;

ID3D11VertexShader* pVertexShader = nullptr;

//

ID3D11InputLayout* pPlayoutDesc = nullptr;

//SWAP_CHAIN_DESC

DXGI_SWAP_CHAIN_DESC scd = {};

ZeroMemory(&scd, sizeof(scd));

scd.BufferCount = 1;

scd.SampleDesc.Count = 1;

scd.SampleDesc.Quality = 0;

scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;

scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;

scd.BufferDesc.Width = 1500;

scd.BufferDesc.Height = 850;

scd.BufferDesc.RefreshRate.Numerator = 60;

scd.BufferDesc.RefreshRate.Denominator = 1;

scd.OutputWindow = hwnd;

scd.Windowed = TRUE;

//CreateDeviceAndSwapChain

HRESULT result = D3D11CreateDeviceAndSwapChain(

pAdapter,

D3D_DRIVER_TYPE_HARDWARE,

0,

NULL,

&level,

1,

D3D11_SDK_VERSION,

&scd,

&pSwapChain,

&pDevice,

levels,

&pDeviceContext

);

if (FAILED(result)) {

MessageBox(hwnd, L"Error CreateDeviceAndSwapChain failed", L"Error", NULL);

return 1;

}

result = CoInitializeEx(nullptr, COINIT_MULTITHREADED);

if (FAILED(result)) {

MessageBox(hwnd, L"Error CoInitializeEx", L"Error", MB_OK | MB_ICONERROR);

CoUninitialize();

};

// error

//Image

const wchar_t* Cubo_File = L"C:\\Users\\aleja\\Pictures\\Game\\C.jpg";

Read(Cubo_File);

DirectX::TexMetadata info;

DirectX::ScratchImage Image;

result = DirectX::LoadFromWICFile(

Cubo_File,

DirectX::WIC_FLAGS_NONE,

&info,

Image,

nullptr);

if (FAILED(result)) {

MessageBox(hwnd, L"Error LoadTexture", L"Error", MB_OK | MB_ICONERROR);

return 1;

};

result = DirectX::CreateTexture(

pDevice,

Image.GetImages(),

Image.GetImageCount(),

Image.GetMetadata(),

&pResource_Cubo);

if (FAILED(result)) {

MessageBox(hwnd, L"Error CreateTexture", L"Error", MB_OK | MB_ICONERROR);

return 1;

};

////

ID3D11Texture2D* pTexture2d_Cubo = nullptr;

result = pSwapChain->GetBuffer(

0,

__uuidof(ID3D11Texture2D),

(LPVOID*)&pTexture2d_Cubo);

if (FAILED(result)) {

MessageBox(hwnd, L"Error SwapChain GetBuffer failed", L"Error", NULL);

return 1;

}

// SAMPLER_DESC

D3D11_SAMPLER_DESC SAMPLER_DESC_Cubo = {};

SAMPLER_DESC_Cubo.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;

SAMPLER_DESC_Cubo.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;

SAMPLER_DESC_Cubo.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;

SAMPLER_DESC_Cubo.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; // Filtro lineal

SAMPLER_DESC_Cubo.MaxAnisotropy = 1; // Nivel de anisotropía

SAMPLER_DESC_Cubo.ComparisonFunc = D3D11_COMPARISON_NEVER; // No se realiza comparación

SAMPLER_DESC_Cubo.MinLOD = 0; // Nivel mínimo de detalle

SAMPLER_DESC_Cubo.MaxLOD = D3D11_FLOAT32_MAX; // Nivel máximo de detalle

// CreateSamplerState

result = pDevice->CreateSamplerState(

&SAMPLER_DESC_Cubo,

&pSamplerState_Cubo);

if (FAILED(result)) {

MessageBox(hwnd, L"Error Sampler", L"Error", MB_OK | MB_ICONERROR);

return -1;

}

DirectX::XMFLOAT4X4 Model;

DirectX::XMFLOAT4X4 View;

DirectX::XMFLOAT4X4 Projection;

DirectX::XMMATRIX translationMatrix = DirectX::XMMatrixTranslation(0.0f, 0.0f, 0.0f);

DirectX::XMStoreFloat4x4(&Model, translationMatrix);

DirectX::XMVECTOR eyePosition = DirectX::XMVectorSet(0.0f, 0.0f, -1.0f, 1.0f);

DirectX::XMVECTOR focusPoint = DirectX::XMVectorSet(0.0f, 0.0f, 0.0f, 1.0f);

DirectX::XMVECTOR upDirection = DirectX::XMVectorSet(0.0f, 1.0f, 0.0f, 1.0f);

DirectX::XMMATRIX viewMatrix = DirectX::XMMatrixLookAtLH(eyePosition, focusPoint, upDirection);

DirectX::XMStoreFloat4x4(&View, viewMatrix);

float fovY = 60.0f; // Ángulo de visión vertical de 60 grados

float aspectRatio = 1500.0f / 850; // Calcula la relación de aspecto

float fieldOfView = DirectX::XMConvertToRadians(fovY); // Convierte el campo de visión a radianes

float nearPlane = 0.1f; // Distancia del plano cercano

float farPlane = 1000.0f; // Distancia del plano lejano

DirectX::XMMATRIX projectionMatrix = DirectX::XMMatrixPerspectiveFovLH(fieldOfView, aspectRatio, nearPlane, farPlane);

DirectX::XMStoreFloat4x4(&Projection, projectionMatrix);

////

struct Cubo {

DirectX::XMFLOAT4 posicion;

DirectX::XMFLOAT2 texcoord;

};

Cubo cubo[] = {

{ XMFLOAT4(-0.5f, 0.5f, 0.5f, 1.0f), XMFLOAT2(0.0f, 0.0f) },

{ XMFLOAT4(0.5f, 0.5f, 0.5f, 1.0f), XMFLOAT2(1.0f, 0.0f) }, // frontal 1

{ XMFLOAT4(0.5f, -0.5f, 0.5f, 1.0f), XMFLOAT2(1.0f, 1.0f) },

{ XMFLOAT4(0.5f, -0.5f, 0.5f, 1.0f), XMFLOAT2(1.0f, 1.0f) },

{ XMFLOAT4(-0.5f, -0.5f, 0.5f, 1.0f), XMFLOAT2(0.0f, 1.0f) }, // frontal 2

{ XMFLOAT4(-0.5f, 0.5f, 0.5f, 1.0f), XMFLOAT2(0.0f, 0.0f) },

{ XMFLOAT4(0.5f, 0.5f, 0.5f, 1.0f), XMFLOAT2(0.0f, 0.0f) },

{ XMFLOAT4(0.5f, 0.5f, -0.5f, 1.0f), XMFLOAT2(1.0f, 0.0f) }, // Right 1

{ XMFLOAT4(0.5f, -0.5f, -0.5f, 1.0f), XMFLOAT2(1.0f, 1.0f) },

{ XMFLOAT4(0.5f, -0.5f, -0.5f, 1.0f), XMFLOAT2(1.0f, 1.0f) },

{ XMFLOAT4(0.5f, -0.5f, 0.5f, 1.0f), XMFLOAT2(0.0f, 1.0f) }, // Right 2

{ XMFLOAT4(0.5f, 0.5f, 0.5f, 1.0f), XMFLOAT2(0.0f, 0.0f) },

{ XMFLOAT4(0.5f, 0.5f, -0.5f, 1.0f), XMFLOAT2(0.0f, 0.0f) },

{ XMFLOAT4(-0.5f, 0.5f, -0.5f, 1.0f), XMFLOAT2(1.0f, 0.0f) }, // Back 1

{ XMFLOAT4(-0.5f, -0.5f, -0.5f, 1.0f), XMFLOAT2(1.0f, 1.0f) },

{ XMFLOAT4(-0.5f, -0.5f, -0.5f, 1.0f), XMFLOAT2(1.0f, 1.0f) },

{ XMFLOAT4(-0.5f, 0.5f, -0.5f, 1.0f), XMFLOAT2(0.0f, 1.0f) }, // Back 2

{ XMFLOAT4(0.5f, 0.5f, -0.5f, 1.0f), XMFLOAT2(0.0f, 0.0f) },

{ XMFLOAT4(-0.5f, 0.5f, -0.5f, 1.0f), XMFLOAT2(0.0f, 0.0f) },

{ XMFLOAT4(-0.5f, 0.5f, 0.5f, 1.0f), XMFLOAT2(1.0f, 0.0f) }, // Left 1

{ XMFLOAT4(-0.5f, -0.5f, 0.5f, 1.0f), XMFLOAT2(1.0f, 1.0f) },

{ XMFLOAT4(-0.5f, -0.5f, 0.5f, 1.0f), XMFLOAT2(1.0f, 1.0f) },

{ XMFLOAT4(-0.5f, -0.5f, -0.5f, 1.0f), XMFLOAT2(0.0f, 1.0f) }, // Left 2

{ XMFLOAT4(-0.5f, 0.5f, -0.5f, 1.0f), XMFLOAT2(0.0f, 0.0f) },

{ XMFLOAT4(-0.5f, 0.5f, -0.5f, 1.0f), XMFLOAT2(0.0f, 0.0f) },

{ XMFLOAT4(0.5f, 0.5f, -0.5f, 1.0f), XMFLOAT2(1.0f, 0.0f) }, // Up 1

{ XMFLOAT4(0.5f, 0.5f, 0.5f, 1.0f), XMFLOAT2(1.0f, 1.0f) },

{ XMFLOAT4(0.5f, 0.5f, 0.5f, 1.0f), XMFLOAT2(1.0f, 1.0f) },

{ XMFLOAT4(-0.5f, 0.5f, 0.5f, 1.0f), XMFLOAT2(0.0f, 1.0f) }, // Up 2

{ XMFLOAT4(-0.5f, 0.5f, -0.5f, 1.0f), XMFLOAT2(0.0f, 0.0f) },

{ XMFLOAT4(-0.5f, -0.5f, 0.5f, 1.0f), XMFLOAT2(0.0f, 0.0f) },

{ XMFLOAT4(0.5f, 0.5f, 0.5f, 1.0f), XMFLOAT2(1.0f, 0.0f) }, // Down 1

{ XMFLOAT4(0.5f, 0.5f, -0.5f, 1.0f), XMFLOAT2(1.0f, 1.0f) },

{ XMFLOAT4(0.5f, 0.5f, -0.5f, 1.0f), XMFLOAT2(1.0f, 1.0f) },

{ XMFLOAT4(-0.5f, -0.5f, -0.5f, 1.0f), XMFLOAT2(0.0f, 1.0f) }, // Down 2

{ XMFLOAT4(-0.5f, -0.5f, 0.5f, 1.0f), XMFLOAT2(0.0f, 0.0f) }

};

//BUFFER_DESC

D3D11_BUFFER_DESC BD_Cubo = {};

BD_Cubo.Usage = D3D11_USAGE_DEFAULT;

BD_Cubo.ByteWidth = sizeof(Cubo) * 36;

BD_Cubo.BindFlags = D3D11_BIND_VERTEX_BUFFER; //D3D11_BIND_CONSTANT_BUFFER;

BD_Cubo.CPUAccessFlags = 0;

BD_Cubo.MiscFlags = 0;

//SUBRESOURCE_DATA

D3D11_SUBRESOURCE_DATA Data_Cubo = {};

Data_Cubo.pSysMem = cubo;

Data_Cubo.SysMemPitch = 0;

Data_Cubo.SysMemSlicePitch = 0;

//CreateBuffer

result = pDevice->CreateBuffer(

&BD_Cubo,

&Data_Cubo,

&pBuffer_Cubo

);

if (FAILED(result)) {

MessageBox(hwnd, L"Error CreateBuffer failed", L"Error", NULL);

return 1;

};

//TEXTURE2D_DESC

D3D11_TEXTURE2D_DESC Texture2dDes_Cubo = {};

Texture2dDes_Cubo.Width = 630;

Texture2dDes_Cubo.Height = 630;

Texture2dDes_Cubo.Format = DXGI_FORMAT_R8G8B8A8_UNORM;

Texture2dDes_Cubo.MipLevels = 1;

Texture2dDes_Cubo.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;

Texture2dDes_Cubo.ArraySize = 1;

Texture2dDes_Cubo.SampleDesc.Count = 1;

Texture2dDes_Cubo.SampleDesc.Quality = 0;

Texture2dDes_Cubo.Usage = D3D11_USAGE_DEFAULT;

Texture2dDes_Cubo.BindFlags = D3D11_BIND_RENDER_TARGET|D3D11_BIND_SHADER_RESOURCE;

Texture2dDes_Cubo.CPUAccessFlags = 0;

Texture2dDes_Cubo.MiscFlags = 0;

//SUBRESOURCE_DATA

D3D11_SUBRESOURCE_DATA DataTexture2d_Cubo = {};

DataTexture2d_Cubo.pSysMem = Image.GetPixels(); // Obtén los píxeles de la imagen

DataTexture2d_Cubo.SysMemPitch = static_cast<UINT>(Image.GetMetadata().width * DirectX::BitsPerPixel(Image.GetMetadata().format) / 8);

DataTexture2d_Cubo.SysMemSlicePitch = static_cast<UINT>(Image.GetPixelsSize());

//CreateTexture2D

result = pDevice->CreateTexture2D(

&Texture2dDes_Cubo,

&DataTexture2d_Cubo,

&pTexture2d_Cubo

);

if (FAILED(result)) {

MessageBox(hwnd, L"Error CreateTexture2D failed", L"Error", NULL);

return 1;

};

//

D3D11_SHADER_RESOURCE_VIEW_DESC SRV_Cubo = {};

SRV_Cubo.Format = DXGI_FORMAT_R8G8B8A8_UNORM;

SRV_Cubo.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;

SRV_Cubo.Texture2D.MipLevels = 1;

result = pDevice->CreateShaderResourceView(

pResource_Cubo,

&SRV_Cubo,

&pShaderResourceView_Cubo);

if (FAILED(result)) {

MessageBox(hwnd, L"Error creating CreateShaderResourceView", L"Error", NULL);

return 1;

}

// RENDER_TARGET_VIEW_DESC

D3D11_RENDER_TARGET_VIEW_DESC RTV_Cubo = {};

RTV_Cubo.Format = DXGI_FORMAT_R8G8B8A8_UNORM;

RTV_Cubo.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;

RTV_Cubo.Texture2D.MipSlice = 0;

// CreateRenderTargetView

result = pDevice->CreateRenderTargetView(

pTexture2d_Cubo,

&RTV_Cubo,

&pRenderTargetView_Cubo);

if (FAILED(result)) {

MessageBox(hwnd, L"Error creating render target view", L"Error", NULL);

return 1;

}

//Compilers

std::string pixelShaderFilePath = "C:\\Users\\aleja\\source\\repos\\Game\\PixelShader.hlsl";

std::string vertexShaderFilePath = "C:\\Users\\aleja\\source\\repos\\Game\\VertexShader.hlsl";

std::string pixelShaderSource_Tetrahedron = ReadShaderFile(pixelShaderFilePath);

std::string vertexShaderSource_Tetrahedron = ReadShaderFile(vertexShaderFilePath);

ID3D10Blob* pPSBlob = nullptr;

ID3D10Blob* pErrorBlob = nullptr;

result = D3DCompile(

pixelShaderSource_Tetrahedron.c_str(),

pixelShaderSource_Tetrahedron.size(),

nullptr,

nullptr,

nullptr,

"main",

"ps_5_0",

0,

0,

&pPSBlob,

&pErrorBlob);

if (FAILED(result)) {

if (pErrorBlob) {

OutputDebugStringA(reinterpret_cast<const char*>(pErrorBlob->GetBufferPointer()));

pErrorBlob->Release();

}

MessageBox(nullptr, L"Error al compilar el Pixel Shader.", L"Error", MB_ICONERROR);

return 1;

}

result = pDevice->CreatePixelShader(

pPSBlob->GetBufferPointer(),

pPSBlob->GetBufferSize(),

nullptr,

&pPixelShader);

pPSBlob->Release();

if (FAILED(result)) {

MessageBox(nullptr, L"Error al crear el Pixel Shader.", L"Error", MB_ICONERROR);

return 1;

}

ID3D10Blob* pVSBlob = nullptr;

ID3D10Blob* pErrorBlobVS = nullptr;

result = D3DCompile(

vertexShaderSource_Tetrahedron.c_str(),

vertexShaderSource_Tetrahedron.size(),

nullptr,

nullptr,

nullptr,

"main",

"vs_5_0",

0,

0,

&pVSBlob,

&pErrorBlobVS);

if (FAILED(result)) {

if (pErrorBlobVS) {

OutputDebugStringA(reinterpret_cast<const char*>(pErrorBlobVS->GetBufferPointer()));

pErrorBlobVS->Release();

}

MessageBox(nullptr, L"Error al compilar el Vertex Shader.", L"Error", MB_ICONERROR);

return 1;

};

result = pDevice->CreateVertexShader(

pVSBlob->GetBufferPointer(),

pVSBlob->GetBufferSize(),

nullptr,

&pVertexShader);

if (FAILED(result)) {

MessageBox(nullptr, L"Error al crear el Vertex Shader.", L"Error", MB_ICONERROR);

return 1;

};

D3D11_INPUT_ELEMENT_DESC layoutDesc[] = {

{"POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},

{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0}

};

result = pDevice->CreateInputLayout(

layoutDesc,

_countof(layoutDesc),

pVSBlob->GetBufferPointer(),

pVSBlob->GetBufferSize(),

&pPlayoutDesc

);

ShowWindow(hwnd, nCmdShow);

// vista

D3D11_VIEWPORT vp = {};

vp.Width = 1500.0f;

vp.Height = 850.0f;

vp.MinDepth = 0.0f;

vp.MaxDepth = 1.0f;

vp.TopLeftX = 0;

vp.TopLeftY = 0;

pDeviceContext->RSSetViewports(1, &vp);

MSG msg = {};

while (msg.message != WM_QUIT) {

if (PeekMessage(&msg, nullptr, 0, 0, PM_REMOVE)) {

TranslateMessage(&msg);

DispatchMessage(&msg);

}

else {

// Índice de inicio de la ranura de recursos de sombreador

UINT startSlot = 0;

// Número de ranuras de recursos de sombreador que se van a establecer

UINT numViews = 1;

UINT stride = sizeof(Cubo);

UINT offset = 0;

float clearColor[4] = { 1.0f, 1.0f, 0.0f, 1.0f };

pDeviceContext->ClearRenderTargetView(pRenderTargetView_Cubo, clearColor);

//pDeviceContext->UpdateSubresource(pBuffer_Cubo, 0, nullptr, &pBuffer_Cubo, 0, 0);

pDeviceContext->PSSetSamplers(0, 1, &pSamplerState_Cubo);

//pDeviceContext->VSSetConstantBuffers(0, 1, &pBuffer_Cubo);

pDeviceContext->IASetVertexBuffers(0, 1, &pBuffer_Cubo, &stride, &offset);

pDeviceContext->VSSetShader(pVertexShader, nullptr, 0);

pDeviceContext->PSSetShader(pPixelShader, nullptr, 0);

pDeviceContext->IASetInputLayout(pPlayoutDesc);

pDeviceContext->PSSetShaderResources(startSlot, numViews, &pShaderResourceView_Cubo);

pDeviceContext->OMSetRenderTargets(1, &pRenderTargetView_Cubo, nullptr);

pDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

pDeviceContext->Draw(36, 0);

pSwapChain->Present(1, 0);

}

}

if (pAdapter) { pAdapter->Release(); };

if (pSwapChain) { pSwapChain->Release(); };

if (pDevice) { pDevice->Release(); };

if (pDeviceContext) { pDeviceContext->Release(); };

// Cubo

if (pBuffer_Cubo) { pBuffer_Cubo->Release(); };

if (pTexture2d_Cubo) { pTexture2d_Cubo->Release(); };

if (pResource_Cubo) { pResource_Cubo->Release(); };

if (pShaderResourceView_Cubo) { pShaderResourceView_Cubo->Release(); };

if (pRenderTargetView_Cubo) { pRenderTargetView_Cubo->Release(); };

if (pDepthStencilView_Cubo) { pDepthStencilView_Cubo->Release(); };

if (pSamplerState_Cubo) { pSamplerState_Cubo->Release(); };

if (pPixelShader) { pPixelShader->Release(); };

if (pVertexShader) { pVertexShader->Release(); };

if (pPlayoutDesc) { pPlayoutDesc->Release(); };

CoUninitialize();

return static_cast<int>(msg.wParam);

}

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