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エラー:

Source\_Interface\WndTaskBar.cpp(9681) : error C2666: 'CTexture::RenderRotate' : 2 overloads have similar conversions

    Source\_Common\2DRender.h(245): could be 'void CTexture::RenderRotate(C2DRender *,CPoint,FLOAT,BOOL,DWORD,FLOAT,FLOAT)'

    Source\_Common\2DRender.h(240): or       'void CTexture::RenderRotate(C2DRender *,CPoint,FLOAT,DWORD,FLOAT,FLOAT)'
            while trying to match the argument list '(C2DRender *, CPoint, float, int, float, float)'

    Source\Source\_Interface\WndTaskBar.cpp(9682) : error C2666: 'CTexture::RenderRotate' : 2 overloads have similar conversions

    Source\_Common\2DRender.h(245): could be 'void CTexture::RenderRotate(C2DRender *,CPoint,FLOAT,BOOL,DWORD,FLOAT,FLOAT)'

    Source\_Common\2DRender.h(240): or       'void CTexture::RenderRotate(C2DRender *,CPoint,FLOAT,DWORD,FLOAT,FLOAT)'
            while trying to match the argument list '(C2DRender *, CPoint, float, int, float, float)'

WndTaskBar.cpp

9679    if( ( m_nActionSlot > 0 )&&( g_WndMng.m_pWndTaskBar->m_nExecute > 0 ))
9680    {
9681      SlotRt2->RenderRotate( p2DRender, CPoint(0,0), RotateSLOT, 255, 1.0f, 1.0f );
9682      SlotEffect2->RenderRotate( p2DRender, CPoint(0,0), RotateSLOT, m_nFlashAlpha[0], 1.0f, 1.0f );
9683    }
9684    else
9685    {
9686      SlotRt2->Render( p2DRender, CPoint(0,0), 255 );
9687      SlotEffect2->Render( p2DRender, CPoint(0,0), 0);
9688    }

2DRender.h (他のいくつかの行)

227 //BOOL LoadTextureFromRes( LPDIRECT3DDEVICE9 pd3dDevice, LPCTSTR pFileName, D3DCOLOR d3dKeyColor, BOOL bMyLoader = FALSE );
228 void Render( C2DRender* p2DRender, CPoint pt, DWORD dwBlendFactorAlhpa = 255 ) {
229     p2DRender->RenderTexture( pt, this, dwBlendFactorAlhpa ); 
230 }
231 void Render( C2DRender* p2DRender, CPoint pt, CPoint pt2, DWORD dwBlendFactorAlhpa = 255, FLOAT fscalX = 1.0, FLOAT fscalY = 1.0 ) {
232     p2DRender->RenderTextureEx( pt, pt2, this, dwBlendFactorAlhpa, fscalX, fscalY ); 
233 }
234 void RenderEx2( C2DRender* p2DRender, CPoint pt, CPoint pt2, DWORD dwBlendFactorAlhpa = 255, FLOAT fscalX = 1.0, FLOAT fscalY = 1.0, D3DCOLOR color = 0 ) {
235     p2DRender->RenderTextureEx2( pt, pt2, this, dwBlendFactorAlhpa, fscalX, fscalY, color ); 
236 }
237 void RenderScal( C2DRender* p2DRender, CPoint pt, DWORD dwBlendFactorAlhpa = 255, FLOAT fscalX = 1.0, FLOAT fscalY = 1.0 ) {
238     p2DRender->RenderTexture( pt, this, dwBlendFactorAlhpa , fscalX, fscalY ); 
239 }
240 void RenderRotate( C2DRender* p2DRender, CPoint pt, FLOAT fRadian, DWORD dwBlendFactorAlhpa = 255, FLOAT fscalX = 1.0, FLOAT fscalY = 1.0 ) {
241     p2DRender->RenderTextureRotate( pt, this, dwBlendFactorAlhpa , fscalX, fscalY, fRadian ); 
242 }
243
244 //added by gmpbigsun : ȸÀüÃà º¯°æ°¡´É ( center or start point )
245 void RenderRotate( C2DRender* p2DRender, CPoint pt, FLOAT fRadian, BOOL bCenter, DWORD dwBlendFactorAlhpa = 255, FLOAT fscalX = 1.0, FLOAT fscalY = 1.0 ) {
246     p2DRender->RenderTextureRotate( pt, this, dwBlendFactorAlhpa, fRadian, bCenter, fscalX, fscalY ); 
247 }
248 
249 void Render2( C2DRender* p2DRender, CPoint pt, D3DCOLOR color, float fscalX = 1.0f, float fscalY = 1.0f ) {
250     p2DRender->RenderTexture2( pt, this, fscalX, fscalY, color ); 
251 }
252 void RenderScal2( C2DRender* p2DRender, CPoint pt, DWORD dwBlendFactorAlhpa = 255, FLOAT fscalX = 1.0, FLOAT fscalY = 1.0, D3DCOLOR color = 0 ) {
253     p2DRender->RenderTextureColor( pt, this, fscalX, fscalY, color ); 
254 }

だから私は本当にC ++に慣れていないので、いくつかの基本を知っており、このビルド済みプロジェクトで試行錯誤しながら学習しようとしています。学ぶための最良の方法ではありませんが、何をやっていくかを十分に教えてくれます私は欲しい。

私が理解していることから、2つの異なる変換があり、コンパイラーは2つの定義のどちらを使用するかわかりませんよね?

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