19 D3D10_RASTERIZER_DESC desc;
20 desc.FillMode = D3D10_FILL_SOLID;
21 desc.CullMode = D3D10_CULL_NONE;
22 desc.FrontCounterClockwise =
false;
24 desc.DepthBiasClamp = 0.0f;
25 desc.SlopeScaledDepthBias = 0.0f;
26 desc.DepthClipEnable =
false;
27 desc.ScissorEnable =
false;
28 desc.MultisampleEnable =
false;
29 desc.AntialiasedLineEnable =
false;
37 D3DXMatrixScaling(&
matView, 1, -1, 1);
39 D3DXMatrixTranslation(&trans, 0, static_cast<float>(
pWindow->
Height), 0);
63 float clearColor[4] = {0.0, 0.0, 0.0, 0.0};
void Initialize(Logger *, WINDOW_OBJECT *, ID3DX10Font *)
ID3D10RasterizerState * state
ID3D10Device * pd3dDevice
void Render(float fElapsed)
std::vector< Page > pages
ID3D10RenderTargetView * pRenderTargetView
void Log(const char *msg, Level level=Info, int errorCode=0)
These have to be in this order.