Download lagu maroon 5 animals1/2/2023 ![]() But unfortunately there also was another result – Ryan Dusick left the band feeling tired of constant touring and was replaced by Matt Flynn. These five years were not silence – Maroon 5 toured extensively, which resulted in a live album, entitled Live - Friday the 13th. This album turned out to be more multifarious – texts became more lyrical, and music with a retro shade resembled the songs of Michael Jackson and Prince. But It Won't Be Soon Before Long became extremely popular after the first week of sales - nearly half a million copies were sold. It was a real challenge – usually, successfull debutants try to release their second album as soon as possible, or they can be forgotten. The next studio album appeared only after five years later. Album was named after Levin's ex-girlfriend, and all songs were dedicated to the relationships of man and woman – that is probably why Maroon 5's melodious pop-rock had become intimate to great number of people. They haven't been wasting time – their first album, Songs About Jane, became triple platinum in many countries. As Jesse Carmichael switched to keyboards, there appeared an urgent need for a new guitarist – so James Valentine became one. After school, the four attended different colleges, but they remained in touch and started playing together again in 2001. At that time their band was called Kara's Flowers, they were playing grunge, and Levine was singing with a deep voice (as opposed to the high-pitched vocals he is known for now). Maroon 5's story begins in 1995, when Adam Levine (lead vocals, guitar), Jesse Carmichael (at that time he played the guitar), Mickey Madden (bass guitar) and Ryan Dusick (drums) were attending the same junior high school. Any musician can envy Maroon 5's success – this Los Angeles band, which plays "rock with soul elements" can't complain of the lack of popularity, and both of its studio albums were a major chart success.
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Windows 10 directdraw1/2/2023 ![]() HRet = g_pDDSFront->GetAttachedSurface(&ddscaps, &g_pDDSBack) HRet = g_pDD->CreateSurface(&ddsd, &g_pDDSFront, NULL) Prepare to create the primary surface by initializing // the fields of a DDSURFACEDESC2 structure.ĭdsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT ĭ = DDSCAPS_PRIMARYSURFACE | DDSCAPS_FLIP | HRet = g_pDD->SetCooperativeLevel(g_hMainWnd, HRet = DirectDrawCreateEx(NULL, (VOID**)&g_pDD, IID_IDirectDraw7, Just insert the line below in the top of your file. The first thing you need to do is insert the #include of DirectDraw in your main source file. Now that you have some idea of the concepts of DirectDraw, we will start coding the DirectX part of the program. When we do a page flip, the content of the backbuffer becomes the content of the previously showed frontbuffer, and not the same content of the drawn backbuffer as you might think. What really happens in the background is that DirectDraw changes the pointer of backbuffer with the pointer of frontbuffer, so that next time the video card send the video data to the monitor it uses the backbuffered content and not the old frontbuffer. This process is called page flipping and is very similar to the process of creating cartoons (where we use lots of paper sheets to animated a drawing). When we finish it, we move all the information contained in the backbuffer to the frontbuffer. To solve this we draw everything we need to show to the user in the next frame in the backbuffer. the user can see the UFO move first and them the ship, but they need to move both at the same time). If we draw this to the front buffer directly we can have some kind of synchronization problems (ie. Since the objects are moving, we need to move our UFO to the position (12,10) and our ship to position (102, 10). Lets say that the user is currently seeing an UFO on the screen at position (10,10) and the user's ship is at position (100,100). This surface stores the information of what will be showed to the user in the next frame of our application. Attached to this FrontBuffer surface, we have another surface called the BackBuffer. In fact, for DirectDraw applications, the area that displays what we are seeing on the screen is considered a surface too, and it's called the FrontBuffer. For this you'll probably need a graphic buffer that will hold the space ships, the UFOs, the shots.Īll this graphics will be stored in memory in this structures that we'll call surfaces. Let's assume that we are creating a space invaders game ( like the one I wrote). Everything we need to drawn on the screen needs to be created on a surface first. Surfaces are memory regions that contains graphics that can be used in your application. All the drawing created by DirectDraw are based on structures called surfaces. Before your start to modify the code, I need to present you some concepts (surfaces and page flipping). Now we are going to work on the initialization of the DirectDraw in our application. If you compile and run the application you will see an entirely black window that covers all your desktop. Ok, our basic windows application is set. To create this global variables, simply declare them above the winmain definition, like this: We will need another global variable to hold the handle of our main window (that we are about to create). This variable will have global scope, and will hold the instance handle of our application. Notice that in many places I use the variables g_hInst. All this parameters are contained in WNDCLASS structure. In the window class we need to pass some information about the window to the RegisterClass function. The first thing that this function does is register a window class in windows environment (this is needed for the window creation process). Wc.hbrBackground = (HBRUSH )GetStockObject(BLACK_BRUSH) Wc.hCursor = LoadCursor(NULL, IDC_ARROW) Wc.hIcon = LoadIcon(g_hInst, IDI_APPLICATION) The code generated by the wizard will look like this: At the first screen we will select the option "Simple Win32 Application" to allow Visual C++ to create a WinMain function for us. We will start our basic DirectDraw program by selecting the "Windows Application" option in the Visual C++ interface. Not that the use of MFC in a DirectX application is prohibited, but MFC has a lot of code aimed to desktop apps and not graphic intensive ones, so its better to stick on plain Windows API and STL. Since we are working with a DirectX application, there is no need to use the MFC library in our program. WinMain and Message Loop - The Starting point ![]() For all those that asked me the introductory article, here it is. Lots of people asked me to write an introductory article about DirectDraw programming and Spriting so that people can understand the basic concepts and start discovering the other things about DirectX from samples (MSDN and others available here). AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |