c++ Programming Glossary: getbuffer
DirectX 11 framebuffer capture (C++, no Win32 or D3DX) http://stackoverflow.com/questions/10623787/directx-11-framebuffer-capture-c-no-win32-or-d3dx Present. ID3D11Texture2D pSurface HRESULT hr m_swapChain GetBuffer 0 __uuidof ID3D11Texture2D reinterpret_cast void pSurface if.. ID3D11Texture2D pSurface HRESULT hr m_swapChain GetBuffer 0 __uuidof ID3D11Texture2D reinterpret_cast void pSurface if..
Display Different images per monitor directX 10 http://stackoverflow.com/questions/10744788/display-different-images-per-monitor-directx-10 buffer ID3D10Texture2D pBackBuffer if FAILED pSwapChain 1 GetBuffer 0 __uuidof ID3D10Texture2D LPVOID pBackBuffer return fatalError.. ID3D10Texture2D backBuffer NULL hr window swapChain GetBuffer 0 IID_ID3D10Texture2D void backBuffer get the backbuffer desc..
Is this a correct way to implement a bounded buffer in C++ [closed] http://stackoverflow.com/questions/15798222/is-this-a-correct-way-to-implement-a-bounded-buffer-in-c Item Retrieve int GetNumItems return count vector Item GetBuffer return buffer void SetSize int _size capacity _size buffer.reserve.. up. the_notfull_cvar.notify_all return x Your GetNumItems GetBuffer and SetSize functions also need to be protected with unique_locks...
fatal error C1014: too many include files : depth = 1024 http://stackoverflow.com/questions/2582521/fatal-error-c1014-too-many-include-files-depth-1024 0 ID3D10Texture2D backBuffer HR mSwapChain GetBuffer 0 __uuidof ID3D10Texture2D reinterpret_cast void backBuffer..
CString to char* http://stackoverflow.com/questions/559483/cstring-to-char . at the moment we have been doing this using variable.GetBuffer 0 and this seems to work this mainly happens when passing the.. MBC and Unicode builds . If you need to modify the string GetBuffer 0 is very dangerous it won't necessarily allocate enough memory.. mentioned by others you need to use ReleaseBuffer after GetBuffer . You don't need to do that for the conversion to const char..
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