刚刚开始起步学DX,下载了一个DX11
可是不知道是不是太新了的缘故,看的教材里面的库都是 d3d8.h 编译不了
错误的原因是:
d:\program files (x86)\microsoft visual studio\myprojects\dx project 1\main.cpp(1) : fatal error C1083: Cannot open include file: 'd3d8.h': No such file or directory
执行 cl.exe 时出错.

我找过了里面确实没有d3d8.h而有d3d9,10,11.h也曾试过把d3d8.h改成里面9,10,11的 可是仍旧是过不了编,显示的错误是
d:\program files (x86)\microsoft visual studio\vc98\include\rpcndr.h(58) : fatal error C1189: #error : incorrect <rpcndr.h> version. Use the header that matches with the MIDL compiler.
执行 cl.exe 时出错.

请教一下大家要怎么改?谢谢了

教材上抄的代码

#include <d3d8.h>
LPDIRECT3D8 g_pD3D = NULL;
LPDIRECT3DDEVICE8 g_pD3DDevice = NULL;
HRESULT InitialiseD3D(HWND hWnd)
{
//First of all, create the main D3D object. If it is created successfully we
//should get a pointer to an IDirect3D8 interface.
g_pD3D = Direct3DCreate8(D3D_SDK_VERSION);
if(g_pD3D == NULL)
{
return E_FAIL;
}
//Get the current display mode
D3DDISPLAYMODE d3ddm;
if(FAILED(g_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm)))
{
return E_FAIL;
}
//Create a structure to hold the settings for our device
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
//Fill the structure.
//We want our program to be windowed, and set the back buffer to a format
//that matches our current display mode
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_COPY_VSYNC;
d3dpp.BackBufferFormat = d3ddm.Format;
//Create a Direct3D device.
if(FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp,
&g_pD3DDevice)))
{
return E_FAIL;
}

return S_OK;
}
void Render()
{
if(g_pD3DDevice == NULL)
{
return;
}
//Clear the back buffer to a green colour
g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 255, 0), 1.0f, 0);

//Begin the scene
g_pD3DDevice->BeginScene();

//Rendering of our game objects will go here

//End the scene
g_pD3DDevice->EndScene();

//Filp the back and front buffers so that whatever has been rendered on the
//back buffer will now be visible on screen (front buffer).
g_pD3DDevice->Present(NULL, NULL, NULL, NULL);
}
void CleanUp()
{
if(g_pD3DDevice != NULL)
{
g_pD3DDevice->Release();
g_pD3DDevice = NULL;
}
if(g_pD3D != NULL)
{
g_pD3D->Release();
g_pD3D = NULL;
}
}
void GameLoop()
{
//Enter the game loop
MSG msg;
BOOL fMessage;
PeekMessage(&msg, NULL, 0U, 0U, PM_NOREMOVE);

while(msg.message != WM_QUIT)
{
fMessage = PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE);
if(fMessage)
{
//Process message
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
//No message to process, so render the current scene
Render();
}
}
}
//The windows message handler
LRESULT WINAPI WinProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch(msg)
{
case WM_DESTROY:
PostQuitMessage(0);
return 0;
break;
case WM_KEYUP:
switch (wParam)
{
case VK_ESCAPE:
//User has pressed the escape key, so quit
DestroyWindow(hWnd);
return 0;
break;
}
break;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
//Application entry point
INT WINAPI WinMain(HINSTANCE hInst, HINSTANCE, LPSTR, INT)
{
//Register the window class
WNDCLASSEX wc = {sizeof(WNDCLASSEX), CS_CLASSDC, WinProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
"DX Project 1", NULL};
RegisterClassEx(&wc);
//Create the application's window
HWND hWnd = CreateWindow("DX Project 1", "www.andypike.com: Tutorial 1",
WS_OVERLAPPEDWINDOW, 50, 50, 500, 500,
GetDesktopWindow(), NULL, wc.hInstance, NULL);
//Initialize Direct3D
if(SUCCEEDED(InitialiseD3D(hWnd)))
{
//Show our window
ShowWindow(hWnd, SW_SHOWDEFAULT);
UpdateWindow(hWnd);
//Start game running: Enter the game loop
GameLoop();
}

CleanUp();
UnregisterClass("DX Project 1", wc.hInstance);

return 0;
}