I'm working on a simple game engine, and I'm trying to find out the best method of releasing a Managed Direct3D Device. I'm using VS.NET 2005 SE and the April 06 DirectX SDK, if that helps anyone.
The reason why I want to manually release the device is incase the person playing my game decides to change resolutions in the game, and I have to recreate the device. Or, is resizing the device a better idea?
i have written a program in c. i could run the program in TC. but when i am triying to run the program in Vc6.0 IDE. i have got an error. i couldnt run the program... but i can compilt it. while debugging the program can finish..
i will show u the error i am getting while i am triying to run
The instruction at "0x77fcc912" referenced memory at "0x0031659a". The memory could not be "written".
pls help me.....
Managed C++ is a .NET C++ language, which now is offically called C++/CLI (common language infrastructure) on .NET Framework 2.0. It contains lots of extensions to ISO C++ (unmanaged). Microsoft has submitted C++/CLI spec to ECMA.
Known Issues Compiling Library Projects with /clr Visual C++ 2005 contains some known issues when compiling library projects with /clr:
When compiling an MFC ActiveX control project with /clr in the development environment, the build system will attempt to register the .dll with regasm and not regsvr32. You must manually register the control with regsvr32.
When you create an ATL project and then enable /clr, the .c files will generate an error, because .c files cannot be compiled with /clr. However, if you change the file settings to compile the file with /TP, you will generate linker errors. The resolution is to compile the .c files as native (without /clr).
In that case, there is no single answer. Every accessible member of the base class is "added", so the functions added really depend on the base class. The only thing you can say is that "everything is an Object", so the accessible Object-functions are available for "everything".
// in order to solve flickering i have to use double buffering
this->SetStyle( ControlStyles::AllPaintingInWmPaint, true);
this->SetStyle( ControlStyles::UserPaint, true);
this->SetStyle( ControlStyles::DoubleBuffer, true );