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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 "../. ...