Introdution to 3D Game Programming With DirectX11 第4章 习题解答
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1.
HR(dxgiFactory->MakeWindowAssociation(mhMainWnd, DXGI_MWA_NO_WINDOW_CHANGES));
2.
IDXGIAdapter * pAdapter; std::vector <IDXGIAdapter*> vAdapters; IDXGIFactory* pFactory = NULL; // Create a DXGIFactory object. if(FAILED(CreateDXGIFactory(__uuidof(IDXGIFactory) ,(void**)&pFactory))) { return vAdapters; } for ( UINT i = 0; pFactory->EnumAdapters(i, &pAdapter) != DXGI_ERROR_NOT_FOUND; ++i ) { vAdapters.push_back(pAdapter); } if(pFactory) { pFactory->Release(); } return vAdapters;
3.
You can use CheckInterfaceSupport only to check whether a Direct3D 10.x interface is supported, and only on Windows Vista SP1 and later versions of the operating system. If you try to use CheckInterfaceSupport to check whether a Direct3D 11.x and later version interface is supported, CheckInterfaceSupport returns DXGI_ERROR_UNSUPPORTED. Therefore, do not use CheckInterfaceSupport.
4.
for (int i = 0; dxgiAdapter->EnumOutputs(i,&pOutput)!=DXGI_ERROR_NOT_FOUND; i++)
5.
IDXGIOutput* pOutput = NULL; dxgiAdapter->EnumOutputs(0,&pOutput);UINT numModes = 0;DXGI_MODE_DESC* displayModes = NULL;DXGI_FORMAT format = DXGI_FORMAT_R32G32B32A32_FLOAT;// Get the number of elementshr = pOutput->GetDisplayModeList( format, 0, &numModes, NULL);displayModes = new DXGI_MODE_DESC[numModes]; // Get the listhr = pOutput->GetDisplayModeList( format, 0, &numModes, displayModes);
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