程序不能运行..

Boor 2004-04-27 03:35:56
下面的代码用VC6.0编译通过,但是不能运行,没任何提示,请高手指点一下,thx..

//-----------------------------------------------------------------------------

//-----------------------------------------------------------------------------
#include <Windows.h>
#include <mmsystem.h>
#include <d3dx9.h>


//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device

LPD3DXMESH g_pMesh = NULL; // Our mesh object in sysmem
D3DMATERIAL9* g_pMeshMaterials = NULL; // Materials for our mesh
LPDIRECT3DTEXTURE9* g_pMeshTextures = NULL; // Textures for our mesh
DWORD g_dwNumMaterials = 0L; // Number of mesh materials


void RemovePathFromFileName(char * pcfullname,char * pcname)
{
char * pch=strrchr(pcfullname,'\\');
if (pch)
strcpy(pcname,++pch);
else
strcpy(pcname,pcfullname);
}


//-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc: Initializes Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
// Create the D3D object.
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;

// Set up the structure used to create the D3DDevice. Since we are now
// using more complex geometry, we will create a device with a zbuffer.
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;

// Create the D3DDevice
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_HARDWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
}

// Turn on the zbuffer
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );

// Turn on ambient lighting
g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0xffffffff );

return S_OK;
}

//-----------------------------------------------------------------------------
// Name: InitGeometry()
// Desc: Load the mesh and build the material and texture arrays
//-----------------------------------------------------------------------------
HRESULT InitGeometry()
{
LPD3DXBUFFER pD3DXMtrlBuffer;

// Load the mesh from the specified file
if( FAILED( D3DXLoadMeshFromX( "dinosaur.x", D3DXMESH_SYSTEMMEM,
g_pd3dDevice, NULL,
&pD3DXMtrlBuffer, NULL, &g_dwNumMaterials,
&g_pMesh ) ) )
{
return E_FAIL;
}

// We need to extract the material properties and texture names from the
// pD3DXMtrlBuffer
D3DXMATERIAL* d3dxMaterials = (D3DXMATERIAL*)pD3DXMtrlBuffer->GetBufferPointer();
g_pMeshMaterials = new D3DMATERIAL9[g_dwNumMaterials];
g_pMeshTextures = new LPDIRECT3DTEXTURE9[g_dwNumMaterials];

for( DWORD i=0; i<g_dwNumMaterials; i++ )
{
// Copy the material
g_pMeshMaterials[i] = d3dxMaterials[i].MatD3D;

// Set the ambient color for the material (D3DX does not do this)
g_pMeshMaterials[i].Ambient = g_pMeshMaterials[i].Diffuse;

g_pMeshTextures[i] = NULL;
if( d3dxMaterials[i].pTextureFilename != NULL &&
lstrlen(d3dxMaterials[i].pTextureFilename) > 0 )
{
char filename[256];
RemovePathFromFileName(d3dxMaterials[i].pTextureFilename, filename);

// Create the texture
if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice,
filename,
&g_pMeshTextures[i] ) ) )
{
// If texture is not in current folder, try parent folder
{
MessageBox(NULL, "Could not find texture map", "", MB_OK);
}
}
}
}

// Done with the material buffer
pD3DXMtrlBuffer->Release();

return S_OK;
}

VOID SetupLights()
{
// Set up a material. The material here just has the diffuse and ambient
// colors set to yellow. Note that only one material can be used at a time.
D3DMATERIAL9 mtrl;
ZeroMemory( &mtrl, sizeof(D3DMATERIAL9) );
mtrl.Diffuse.r = mtrl.Ambient.r = 1.0f;
mtrl.Diffuse.g = mtrl.Ambient.g = 1.0f;
mtrl.Diffuse.b = mtrl.Ambient.b = 1.0f;
mtrl.Diffuse.a = mtrl.Ambient.a = 1.0f;
g_pd3dDevice->SetMaterial( &mtrl );
//set up lights
D3DXVECTOR3 vecDir;
D3DLIGHT9 light;
ZeroMemory( &light, sizeof(D3DLIGHT9) );
light.Type = D3DLIGHT_DIRECTIONAL;
light.Diffuse.r = 0.80f;
light.Diffuse.g = 0.60f;
light.Diffuse.b = 0.60f;
vecDir = D3DXVECTOR3(10,-10,-10);

D3DXVec3Normalize( (D3DXVECTOR3*)&light.Direction, &vecDir );
light.Range = 5000.0f;
g_pd3dDevice->SetLight( 0, &light );
g_pd3dDevice->LightEnable( 0, TRUE );
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );

// Finally, turn on some ambient light.
g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00404040 );
}



//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//-----------------------------------------------------------------------------
VOID Cleanup()
{
if( g_pMeshMaterials != NULL )
delete[] g_pMeshMaterials;

if( g_pMeshTextures )
{
for( DWORD i = 0; i < g_dwNumMaterials; i++ )
{
if( g_pMeshTextures[i] )
g_pMeshTextures[i]->Release();
}
delete[] g_pMeshTextures;
}
if( g_pMesh != NULL )
g_pMesh->Release();

if( g_pd3dDevice != NULL )
g_pd3dDevice->Release();

if( g_pD3D != NULL )
g_pD3D->Release();
}
...全文
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狂放之歌 2004-04-28
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学习.
zhaohuiguang 2004-04-28
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接粉
Boor 2004-04-27
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wsm 我的显卡不支持硬件顶点运算??痛苦中.....
把D3DCREATE_HARDWARE_VERTEXPROCESSING改为D3DCREATE_SOFTWARE_VERTEXPROCESSING就搞定了....就是运行起来像蜗牛爬:)

楼下的只要跟贴都有分啊~~~~~~~~
Boor 2004-04-27
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to:gcz5212314(孤独一剑)在那个函数的上面第二行就是, char filename[].
看来我还是在翻翻DIRECTX 的文档吧...大家都好菜哦...
GameWeaverDummy 2004-04-27
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gcz5212314 2004-04-27
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我试着编译了一下,也和搂主出现的情况一样。
后来我试着单步执行,执行到这一步时怎么也进不去,
if( SUCCEEDED( InitGeometry() ) ,后来我仔细看一下InitGeometry()这个函数,终于发现了问题
D3DXCreateTextureFromFile( g_pd3dDevice, filename, &g_pMeshTextures[i] )
这个函数的filename在整个程序中始终没有给出!!!
Boor 2004-04-27
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单步在调用InitD3D( hWnd )的时候异常退出了,不会跟硬件有关吧,我的显卡是NVIDIA RIVA TNT2 MODEL 64 PRO...
nnd..who da xia can help me?
gcz5212314 2004-04-27
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怪哉!怪哉!!
chena224503 2004-04-27
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可能是你还没有创建窗口,程序就退出了。
单步调试。
Boor 2004-04-27
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wlpwind(robin) :是点击程序没反应
也没有出错信息....
heavenchang 2004-04-27
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对呀

要你错的信息呀
wlpwind 2004-04-27
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不能运行是什么反应?
是点击后没反应还是出错?
Boor 2004-04-27
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//-----------------------------------------------------------------------------
// Name: SetupMatrices()
// Desc: Sets up the world, view, and projection transform matrices.
//-----------------------------------------------------------------------------
VOID SetupMatrices()
{
// For our world matrix, we will just leave it as the identity
D3DXMATRIXA16 matWorld;
D3DXMatrixRotationZ( &matWorld, timeGetTime()/1000.0f );
g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );

// Set up our view matrix. A view matrix can be defined given an eye point,
// a point to lookat, and a direction for which way is up. Here, we set the
// eye five units back along the z-axis and up three units, look at the
// origin, and define "up" to be in the y-direction.
// D3DXVECTOR3 vEyePt( 0.0f, 3.0f,-5.0f );
D3DXVECTOR3 vEyePt( 0.0f, 800.0f,400.0f );

D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 160.0f );
D3DXVECTOR3 vUpVec( 0.0f, .0f, 1.0f );
D3DXMATRIXA16 matView;
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );

// For the projection matrix, we set up a perspective transform (which
// transforms geometry from 3D view space to 2D viewport space, with
// a perspective divide making objects smaller in the distance). To build
// a perpsective transform, we need the field of view (1/4 pi is common),
// the aspect ratio, and the near and far clipping planes (which define at
// what distances geometry should be no longer be rendered).
D3DXMATRIXA16 matProj;
//D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 10000.0f );

g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}




//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render()
{
// Clear the backbuffer and the zbuffer
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );

// Begin the scene
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
// Setup the world, view, and projection matrices
SetupMatrices();
SetupLights();
// Meshes are divided into subsets, one for each material. Render them in
// a loop

for( DWORD i=0; i<g_dwNumMaterials; i++ )
{
// Set the material and texture for this subset
g_pd3dDevice->SetMaterial( &g_pMeshMaterials[i] );
g_pd3dDevice->SetTexture( 0, g_pMeshTextures[i] );

// Draw the mesh subset

g_pMesh->DrawSubset( i );


}

// End the scene
g_pd3dDevice->EndScene();
}

// Present the backbuffer contents to the display
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}




//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: The window's message handler
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
switch( msg )
{
case WM_DESTROY:
Cleanup();
PostQuitMessage( 0 );
return 0;
}

return DefWindowProc( hWnd, msg, wParam, lParam );
}




//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
// Register the window class
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
"D3D Tutorial", NULL };
RegisterClassEx( &wc );

// Create the application's window
HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial : Meshes",
WS_OVERLAPPEDWINDOW, 0, 0, 580, 600,
GetDesktopWindow(), NULL, wc.hInstance, NULL );

// Initialize Direct3D
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
// Create the scene geometry
if( SUCCEEDED( InitGeometry() ) )
{
// Show the window
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );

// Enter the message loop
MSG msg;
ZeroMemory( &msg, sizeof(msg) );
while( msg.message!=WM_QUIT )
{
if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
Render();
}
}
}

UnregisterClass( "D3D Tutorial", wc.hInstance );
return 0;
}
经常使用电脑可能也遇到过了! 突然‘咚’的一声 提示 内存不能为read 这个问题我以前也遇到过不知道怎么解决 现在终于有办法了!呵呵! 我们就看看是什么原因引起的吧,另外附送一个小工具修复见下面附件 总结下大概以下9个原因 1、驱动不稳定,与系统不兼容,这最容易出现内存不能为 Read 或者文件保护(主要原因) 2、系统安装了一个或者多个流氓软件,这出现 IE 或者系统崩溃的机会也比较大,也有可能出现文件保护 3、系统加载的程序或者系统正在运行程序之前有冲突,尤其是部分杀毒软件监控程序 4、系统本身存在漏洞,导致容易受到网络攻击。 5、病毒问题也是主要导致内存不能为 Read、文件保护、Explorer.exe 错误…… 6、如果在玩游戏时候出现内存不能为 Read,则很大可能是显卡驱动不适合(这里的不适合有不适合该游戏、不适合电脑的显卡)也有可能是 系统版本不够新或者不符合该游戏、显卡驱动 7、部分软件本身自身不足的问题 8、电脑硬件过热,也是导致内存不能为 Read 的原因之一。 9、电脑内存与主板兼容性不好也是导致内存不能为 Read 的致命原因! 以上大概就是目前可以引起系统提示 内存不能为read的原因了 另外软件是针对只是针对部分原因引起的内存不为read所做修复,不是100%有效,大家可以试试看 说下原理: 就是批处理使用 regsvr32命令 将动态链接库文件重新注册 (system32下的所有 .dll 和 .ocx 文件;) 注意:由于修复工具会重新注册 system32下的所有 .dll 和 .ocx 文件 此操作对杀毒软件来说属于敏感操作,所以建议使用修复工具的时候,请禁用杀毒软件,以免部分杀毒误报!jie

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