[Directx with VB6 - learning] - a fullscreen problem when the program is closed
i'm trying learning directx with vb6.
i have these code for work with fullscreen:
Code:
Public Function Initialise() As Boolean
On Error GoTo ErrHandler:
Dim DispMode As D3DDISPLAYMODE '//Describes our Display Mode
Dim D3DWindow As D3DPRESENT_PARAMETERS '//Describes our Viewport
Set Dx = New DirectX8 '//Create our Master Object
Set D3D = Dx.Direct3DCreate() '//Make our Master Object create the Direct3D Interface
DispMode.Format = D3DFMT_X8R8G8B8
DispMode.Width = 640
DispMode.Height = 480
D3DWindow.SwapEffect = D3DSWAPEFFECT_FLIP
D3DWindow.BackBufferCount = 1 '//1 backbuffer only
D3DWindow.BackBufferFormat = DispMode.Format 'What we specified earlier
D3DWindow.BackBufferHeight = 480
D3DWindow.BackBufferWidth = 640
D3DWindow.hDeviceWindow = Form1.hWnd
Set D3DDevice = D3D.CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, Form1.hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, D3DWindow)
Initialise = True '//We succeeded
Exit Function
ErrHandler:
'//We failed; for now we wont worry about why.
Initialise = False
End Function
these code works fine. well except when we close the program:(
heres the rest of code:
Code:
Option Explicit
'//The variables Required
Dim Dx As DirectX8 'The master Object, everything comes from here
Dim D3D As Direct3D8 'This controls all things 3D
Dim D3DDevice As Direct3DDevice8 'This actually represents the hardware doing the rendering
Dim bRunning As Boolean 'Controls whether the program is running or not...
'//These aren't really required - they'll just show us what the frame rate is...
Private Declare Function GetTickCount Lib "kernel32" () As Long '//This is used to get the frame rate.
Dim LastTimeCheckFPS As Long '//When did we last check the frame rate?
Dim FramesDrawn As Long '//How many frames have been drawn
Dim FrameRate As Long '//What the current frame rate is.....
Public Sub Render()
'//1. We need to clear the render device before we can draw anything
'This must always happen before you start rendering stuff...
D3DDevice.Clear 0, ByVal 0, D3DCLEAR_TARGET, D3DColorRGBA(0, 0, 255, 255), 1#, 0
'1. the D3DColorRGBA() is for give us a color. in these case i use the blue color. i don't use
'the alpha value, that's why i put 255.
'//2. Next we would render everything. This lesson doesn't do this, but if it did it'd look something
'like this:
D3DDevice.BeginScene
'All rendering calls go between these two lines
D3DDevice.EndScene
'//3. Update the frame to the screen...
'This is the same as the Primary.Flip method as used in DirectX 7
'These values below should work for almost all cases...
D3DDevice.Present ByVal 0, ByVal 0, 0, ByVal 0
End Sub
Private Sub Form_KeyDown(KeyCode As Integer, Shift As Integer)
If KeyCode = vbKeyEscape Then bRunning = False
End Sub
Private Sub Form_Load()
Me.Show '//Make sure our window is visible
bRunning = Initialise()
Debug.Print "Device Creation Return Code : ", bRunning 'So you can see what happens...
Do While bRunning
Render '//Update the frame...
DoEvents '//Allow windows time to think; otherwise you'll get into a really tight (and bad) loop...
'Calculate the frame rate; how this is done isn't greatly important
'So dont worry about understanding it yet...
If GetTickCount - LastTimeCheckFPS >= 1000 Then
LastTimeCheckFPS = GetTickCount
FrameRate = FramesDrawn '//Store the frame count
FramesDrawn = 0 '//Reset the counter
Me.Caption = "DirectX-Graphics: Lesson 01 {" & FrameRate & "fps}" '//Display it on screen
End If
FramesDrawn = FramesDrawn + 1
Loop
'//If we've gotten to this point the loop must have been terminated
'So we need to clean up after ourselves. This isn't essential, but it'
'good coding practise.
On Error Resume Next 'If the objects were never created;
'(the initialisation failed) we might get an
'error when freeing them... which we need to
'handle, but as we're closing anyway...
Set D3DDevice = Nothing
Set D3D = Nothing
Set Dx = Nothing
Debug.Print "All Objects Destroyed"
'//Final termination:
Unload Me
End
End Sub
Private Sub Form_QueryUnload(Cancel As Integer, UnloadMode As Integer)
bRunning = False
End Sub
why, when we close the program, the vb6 IDE and other programs change their window(and some controls) size?
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Re: [Directx with VB6 - learning] - a fullscreen problem when the program is closed
Try my new improved Massive DX Tutorial I'm currently working on. Its incomplete at the moment. The finished product will have over 200 tutorials for 2D as well as 3D covering advanced topics you will have a hard time finding on the net. I have DX initializations in here as well. I also have a nice huge game you can find here made in DirectX8 and VB6 called Bosskillers. You can download it there. Its over 33 megs :eek:. Also I couldnt upload the 3D tutorials which is also incomplete. Currently they are in the Right Handed coordinate system but my tutorials will soon have both. Its over 2.2 megs so I linked it down here:
Massive DirectX8 Tutorial 3D VB6.zip - 2.17MB