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d3d8frame.dsp

# Microsoft Developer Studio Project File - Name="D3D8frame" - Package Owner= # Microsoft Developer Studio Generated Build File, Format Version 6.00 # ** DO NOT EDIT ** # TARGTYPE "Win32 (x86)

d3d8manager.cpp

/*********************************************************************NVMH2**** Path: D:\Dev\devrel\Nv_sdk_4\Dx8\CommonSrc File: D3D8Manager.cpp Copyright (C) 1999, 2000 NVIDIA Corporation Thi

d3d8manager.h

/*********************************************************************NVMH2**** Path: D:\Dev\devrel\Nv_sdk_4\Dx8\Include File: D3D8Manager.h Copyright (C) 1999, 2000 NVIDIA Corporation This fi

d3d8texturefactory.h

#ifndef __D3D8TEXTUREFACTORY_H__ #define __D3D8TEXTUREFACTORY_H__ #ifndef __D3D8PREREQUISITES_H__ # include "DX8Prerequisites.h" #endif #ifndef __TEXTUREFACTORY_H__ # include "../../Main/QTe

d3d8bufferfactory.h

#ifn<mark>d</mark>ef __<mark>D</mark>3<mark>D</mark>8BUFFERFACTORY_H__ #<mark>d</mark>efine __<mark>D</mark>3<mark>D</mark>8BUFFERFACTORY_H__ #ifn<mark>d</mark>ef __<mark>D</mark>3<mark>D</mark>8PREREQUISITES_H__ # inclu<mark>d</mark>e "<mark>D</mark>X8Prerequisites.h" #en<mark>d</mark>if #ifn<mark>d</mark>ef __HEA<mark>D</mark>ER_H__ # inclu<mark>d</mark>e "../../Main/QHea<mark>d</mark>er.h" #en ...

d3d8bufferfactory.cpp

#inclu<mark>d</mark>e "<mark>D</mark>3<mark>D</mark>8BufferFactory.h" #inclu<mark>d</mark>e "<mark>D</mark>3<mark>D</mark>8In<mark>d</mark>exBuffer.h" #inclu<mark>d</mark>e "<mark>D</mark>3<mark>D</mark>8VertexBuffer.h" #inclu<mark>d</mark>e "<mark>D</mark>3<mark>D</mark>Mapping.h" #inclu<mark>d</mark>e "../../Main/Ren<mark>d</mark>erOperation.h" In<mark>d</mark>exBuffer* <mark>D</mark>3<mark>D</ ...

d3d8vertexbuffer.h

#ifn<mark>d</mark>ef __<mark>D</mark>3<mark>D</mark>8VERTEXBUFFER_H__ #<mark>d</mark>efine __<mark>D</mark>3<mark>D</mark>8VERTEXBUFFER_H__ #ifn<mark>d</mark>ef __<mark>D</mark>3<mark>D</mark>8PREREQUISITES_H__ # inclu<mark>d</mark>e "<mark>D</mark>X8Prerequisites.h" #en<mark>d</mark>if #ifn<mark>d</mark>ef __IN<mark>D</mark>EXVERTEXBUFFER_H__ # inclu<mark>d</mark>e "../../Main/QIn<mark>d</mark>e ...

d3d8indexbuffer.cpp

#inclu<mark>d</mark>e "<mark>D</mark>3<mark>D</mark>8In<mark>d</mark>exBuffer.h" #inclu<mark>d</mark>e "../../Main/QVertexIn<mark>d</mark>ex<mark>D</mark>ata.h" #inclu<mark>d</mark>e "../../Main/QLogManager.h" <mark>D</mark>3<mark>D</mark>8In<mark>d</mark>exBuffer::<mark>D</mark>3<mark>D</mark>8In<mark>d</mark>exBuffer(LP<mark>D</mark>IRECT3<mark>D</mark><mark>D</mark>EVICE8 <mark>d</mark>evice,I ...

d3d8texture.h

#ifndef __D3DTEXTURE_H__ #define __D3DTEXTURE_H__ #ifndef __TEXTURE_H__ # include "../../Main/QTexture.h" #endif namespace QGE { namespace VISUAL { class _D3D8Export D3D8Texture : pub

d3d8indexbuffer.h

#ifn<mark>d</mark>ef __<mark>D</mark>3<mark>D</mark>8IN<mark>D</mark>EXBUFFER_H__ #<mark>d</mark>efine __<mark>D</mark>3<mark>D</mark>8IN<mark>D</mark>EXBUFFER_H__ #ifn<mark>d</mark>ef __<mark>D</mark>3<mark>D</mark>8PREREQUISITES_H__ # inclu<mark>d</mark>e "<mark>D</mark>X8Prerequisites.h" #en<mark>d</mark>if #ifn<mark>d</mark>ef __IN<mark>D</mark>EXVERTEXBUFFER_H__ # inclu<mark>d</mark>e "../. ...