problemer med en return type
Hej jeg er igang med at lave et spil og er gået i stå ved følgene problem.voidOnResetDevice ->class, struct, or interface method must have a return type.
hvad har jeg lavet forkert ?!
using System;
using System.Drawing;
using System.Windows.Forms;
using Microsoft.DirectX;
using Microsoft.DirectX.Direct3D;
public class example : Form
{
Device device = null;
VertexBuffer vertexBuffer = null;
static void Main()
{
example form = new example();
form.InitializeGraphics();
form.Show();
while (form.Created)
{
//Update our game, and render to screen
form.Render();
Application.DoEvents(); //Let the OS handle what it needs to
}
}
private void Render()
{
if (device == null)
return;
device.Clear(ClearFlags.Target, System.Drawing.Color.Blue, 1.0f, 0);
device.BeginScene();
device.SetStreamSource( 0, vertexBuffer, 0);
device.VertexFormat = CustomVertex.TransformedColored.Format;
device.DrawPrimitives(PrimitiveType.TriangleList, 0, 1);
device.EndScene();
device.Present();
}
public void InitializeGraphics()
{
try
{
// Now let's setup our D3D stuff
PresentParameters presentParams = new PresentParameters();
presentParams.Windowed=true;
presentParams.SwapEffect = SwapEffect.Discard;
device = new Device(0,
DeviceType.Hardware,
this,
CreateFlags.HardwareVertexProcessing,
presentParams);
device.DeviceReset +=
new System.EventHandler(this.OnReseDevice);
this.OnResetDevice(device, null);
}
catch (DirectXException e)
{
MessageBox.Show(null, "Error intializing graphics: "
+ e.Message, "Error");
Close();
}
}
public voidOnResetDevice(object sender, EventArgs e)
{
Device dev = (Device)sender;
vertexBuffer
= new VertexBuffer(typeof(CustomVertex.TransformedColored),
3,
dev,
0,
CustomVertex.TransformedColored.Format,
Pool.Default);
GraphicsStream stm = vertexBuffer.Lock(0, 0, 0);
CustomVertex.TransformedColored[] verts =
new CustomVertex.TransformedColored[3];
verts[0].X=150;
verts[0].Y=50;
verts[0].Z=0.5f;
verts[0].Rhw=1;
verts[0].Color = System.Drawing.Color.Aqua.ToArgb();
verts[1].X=250;
verts[1].Y=250;
verts[1].Z=0.5f;
verts[1].Rhw=1;
verts[1].Color = System.Drawing.Color.Brown.ToArgb();
verts[2].X=50;
verts[2].Y=250;
verts[2].Z=0.5f;
verts[2].Rhw=1;
verts[2].Color = System.Drawing.Color.LightPink.ToArgb();
stm.Write(verts);
vertexBuffer.Unlock();
}
}
