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インストーラでインストールした SSTFEditor を起動するとメッセージが規定(英語)になるミスを修正。
[strokestylet/CsWin10Desktop3.git] / FDK24 / メディア / デバイスリソース.cs
index 2814467..74d17ae 100644 (file)
@@ -19,7 +19,7 @@ namespace FDK.メディア
                {
                        get
                        {
-                               var カメラの位置 = new SharpDX.Vector3( 0f, 0f, ( -2f * this.dz( this.設計画面サイズdpx.Height, this.視野角deg ) ) );
+                               var カメラの位置 = new SharpDX.Vector3( 0f, 0f, ( -2f * this._dz( this.設計画面サイズdpx.Height, this.視野角deg ) ) );
                                var カメラの注視点 = new SharpDX.Vector3( 0f, 0f, 0f );
                                var カメラの上方向 = new SharpDX.Vector3( 0f, 1f, 0f );
                                var mat = SharpDX.Matrix.LookAtLH( カメラの位置, カメラの注視点, カメラの上方向 );
@@ -32,7 +32,7 @@ namespace FDK.メディア
                {
                        get
                        {
-                               float dz = this.dz( this.設計画面サイズdpx.Height, this.視野角deg );
+                               float dz = this._dz( this.設計画面サイズdpx.Height, this.視野角deg );
                                var mat = SharpDX.Matrix.PerspectiveFovLH(
                                        SharpDX.MathUtil.DegreesToRadians( 視野角deg ),
                                        設計画面サイズdpx.Width / 設計画面サイズdpx.Height,  // アスペクト比
@@ -551,21 +551,34 @@ namespace FDK.メディア
                }
 
                private SharpDX.Direct2D1.Factory2 _D2DFactory2 = null;
+
                private SharpDX.DirectWrite.Factory _DWriteFactory = null;
+
                private SharpDX.WIC.ImagingFactory2 _WicImagingFactory2 = null;
+
                private SharpDX.MediaFoundation.DXGIDeviceManager _DXGIDeviceManager = null;
+
                private SharpDX.DXGI.SwapChain1 _SwapChain1 = null;
+
                private SharpDX.Mathematics.Interop.RawViewportF[] _D3DViewPort = new SharpDX.Mathematics.Interop.RawViewportF[ 1 ];
+
                private SharpDX.Direct3D11.DepthStencilState _D3DDepthStencilState = null;
+
                private SharpDX.Direct3D11.RenderTargetView _D3DRenderTargetView = null;
+
                private SharpDX.Direct3D11.Texture2D _D3DDepthStencil = null;
+
                private SharpDX.Direct3D11.DepthStencilView _D3DDepthStencilView = null;
+
                private SharpDX.Direct3D11.DeviceDebug _D3DDeviceDebug = null;
+
                private SharpDX.Direct2D1.Device1 _D2DDevice1 = null;
+
                private SharpDX.Direct2D1.DeviceContext1 _D2DContext1 = null;
+
                private SharpDX.Direct2D1.Bitmap1 _D2DRenderTargetBitmap = null;
 
-               private float dz( float 高さdpx, float 視野角deg )
+               private float _dz( float 高さdpx, float 視野角deg )
                {
                        return (float) ( 高さdpx / ( 4.0 * Math.Tan( SharpDX.MathUtil.DegreesToRadians( 視野角deg / 2.0f ) ) ) );
                }