Publié : mar. 02/janv./2007 9:34
Pub faite sur PureBlogFr
Code : Tout sélectionner
DM_BrushAddRender(*bb, #D3DRS_FILLMODE, #D3DFILL_WIREFRAME )
Code : Tout sélectionner
DM_BrushAddRender(*bb, #D3DRS_FILLMODE, #D3DFILL_SOLID )
Code : Tout sélectionner
DM_EntityAddRender(*entity, #D3DRS_FILLMODE, #D3DFILL_WIREFRAME )
Code : Tout sélectionner
DM_BrushAddRender.l(*CBrush, state.l, value.l)
DM_BrushAddSampler.l(*CBrush, sampler.l, Types.l, value.l)
DM_BrushAddTextureStage.l(*CBrush, Stage_texture.l, Types.l, Value.l)
DM_BrushRender(*CBrush, index_stack.l, state.l, value.l)
DM_BrushSampler(*CBrush, index_stack.l, sampler.l, Types.l, value.l)
DM_BrushTextureStage(*CBrush, index_stack.l, Stage_texture.l, Types.l, Value.l)
DM_BrushRestoreRender(*CBrush, state.l, value.l)
DM_BrushRestoreSampler(*CBrush, sampler.l, Types.l, value.l)
DM_BrushRestoreTextureStage(*CBrush, Stage_texture.l, Types.l, Value.l)
Code : Tout sélectionner
DM_EntityAddRender.l(*CBrush, state.l, value.l)
DM_EntityAddSampler.l(*CBrush, sampler.l, Types.l, value.l)
DM_EntityAddTextureStage.l(*CBrush, Stage_texture.l, Types.l, Value.l)
DM_EntityRender(*CBrush, index_stack.l, state.l, value.l)
DM_EntitySampler(*CBrush, index_stack.l, sampler.l, Types.l, value.l)
DM_EntityTextureStage(*CBrush, index_stack.l, Stage_texture.l, Types.l, Value.l)
DM_EntityRestoreRender(*CBrush, state.l, value.l)
DM_EntityRestoreSampler(*CBrush, sampler.l, Types.l, value.l)
DM_EntityRestoreTextureStage(*CBrush, Stage_texture.l, Types.l, Value.l)
Code : Tout sélectionner
*mesh.CEntity = DM_CreateCube()
DM_EntityAddRender(*mesh, #D3DRS_FILLMODE, #D3DFILL_WIREFRAME )
DM_EntityRestoreRender(*mesh, #D3DRS_FILLMODE, #D3DFILL_SOLID )