#include // Header File For Windows #include // Header File For The OpenGL32 Library #include // Header File For The GLu32 Library #include // Header File For The Glaux Library #include HDC hDC=NULL; // Private GDI Device Context HGLRC hRC=NULL
#include // Header File For Windows #include // Header File For The OpenGL32 Library #include // Header File For The GLu32 Library #include // Header File For The Glaux Library #include HDC hDC=NULL; // Private GDI Device Context HGLRC hRC=NULL
Windows API 一日一练(1)第一个应用程序 ---------------------------------------------------------------3 Windows API 一日一练(2)使用应用程序句柄------------------------------------------------------------4 Windows API 一日一练(3)使用命令行参数 -----------------------------------------
部分代码: // FScreen.c // OpenGL SuperBible, Chapter 17 // Program by Richard S. Wright Jr. // This program shows a how to create a full screen // window and render into it with OpenGL. #include #include #include #include #include #include #includ
Windows API 一日一练(1)第一个应用程序 ---------------------------------------------------------------3 Windows API 一日一练(2)使用应用程序句柄 ------------------------------------------------------------4 Windows API 一日一练(3)使用命令行参数 ----------------------------------------
DirectX最初是为游戏开发而推出的,编制游戏的程序员都很贪婪,他们会尽量榨取系统资源,并试图让自己的程序永远具有最高的效率。但Windows是一个多任务的操作系统,当它发现所有的程序都处于空闲时,便会减少给这些程序的资源,其中之一就是开始清理交换文件,为了让自己的程序给Windows以始终繁忙的假象,不妨用一些新的代码来代替常规的方法。 这是常规的消息循环处理 while(GetMessage(&msg,NULL,NULL,NULL)){ TranslateMessage(&msg); D
HGE子窗口 Running HGE in a child window hosted by a Windows application may be useful to create authoring tools and ActiveX controls or to integrate HGE into a third party IDE. Here follow the guidelines how to do that. 运行HGE在主机的子窗口经由Windows系统可以帮助建立创造工
/* * This Code Was Created By Jeff Molofee 2000 * A HUGE Thanks To Fredric Echols For Cleaning Up * And Optimizing The Base Code, Making It More Flexible! * If You've Found This Code Useful, Please Let Me Know. * Visit My Site At nehe.gamedev.net */