IDirect3DDevice9_Release(p_vout->p_sys->p_d3ddev);
p_vout->p_sys->p_d3ddev = NULL;
}
-
+
p_vout->p_sys->hmonitor = NULL;
}
/* fill surface with black color */
IDirect3DDevice9_ColorFill(p_d3ddev, p_d3dsurf, NULL, D3DCOLOR_ARGB(0xFF, 0, 0, 0) );
-
+
/* assign surface to internal structure */
p_pic->p_sys = (void *)p_d3dsurf;
p_vertices[0].rhw = 1.0f;
p_vertices[0].tu = 0.0f;
p_vertices[0].tv = 0.0f;
-
+
p_vertices[1].x = f_width; // right
p_vertices[1].y = 0.0f; // top
p_vertices[1].z = 0.0f;
p_vertices[1].rhw = 1.0f;
p_vertices[1].tu = 1.0f;
p_vertices[1].tv = 0.0f;
-
+
p_vertices[2].x = f_width; // right
p_vertices[2].y = f_height; // bottom
p_vertices[2].z = 0.0f;
p_vertices[2].rhw = 1.0f;
p_vertices[2].tu = 1.0f;
p_vertices[2].tv = 1.0f;
-
+
p_vertices[3].x = 0.0f; // left
p_vertices[3].y = f_height; // bottom
p_vertices[3].z = 0.0f;
p_vertices[3].rhw = 1.0f;
p_vertices[3].tu = 0.0f;
p_vertices[3].tv = 1.0f;
-
+
hr= IDirect3DVertexBuffer9_Unlock(p_d3dvtc);
if( FAILED(hr) )
{
IDirect3DDevice9_EndScene(p_d3ddev);
return;
}
-
- // we use FVF instead of vertex shader
- hr = IDirect3DDevice9_SetVertexShader(p_d3ddev, NULL);
- if( FAILED(hr) )
- {
- msg_Dbg( p_vout, "%s:%d (hr=0x%0lX)", __FUNCTION__, __LINE__, hr);
- IDirect3DDevice9_EndScene(p_d3ddev);
- return;
- }
+ // we use FVF instead of vertex shader
hr = IDirect3DDevice9_SetFVF(p_d3ddev, D3DFVF_CUSTOMVERTEX);
if( FAILED(hr) )
{