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void CGame::LoadScreen()
{
//Textur laden
LPDIRECT3DTEXTURE9 pTitle = tbTextureManager::Instance().GetTexture("Data\\Ladescreen.jpg");
//Vertex initialisieren
#define TITLE_FVF (D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1)
struct STitleVertex
{
tbVector3 cPosition;float fRHW;
D3DCOLOR Color;
tbVector2 vTex;
};
STitleVertex aVertex[4];
//Szene beginnen
tbDirect3D& D3D = tbDirect3D::Instance();
D3D->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, tbColor(0.0f, 0.0f, 0.0f), 1.0f, 0);
D3D->BeginScene();
D3D.SetFVF(TITLE_FVF);
D3D.SetTexture(0, pTitle);
//Die vier Vertices/Ecken erstellen
//Links unten
aVertex[0].cPosition = tbVector3(0.0f, D3D.GetScreenSize().y, 0.5f);
aVertex[0].fRHW = 1.0f;
aVertex[0].Color = tbColor(1.0f, 1.0f, 1.0f);
aVertex[0].vTex = tbVector2(0.0f, 1.0f);
//Links oben
aVertex[1].cPosition = tbVector3(0.0f, 0.0f, 0.0f);
aVertex[1].fRHW = 1.0f;
aVertex[1].Color = tbColor(1.0f, 1.0f, 1.0f);
aVertex[1].vTex = tbVector2(0.0f, 0.0f);
//Rechts unten
aVertex[2].cPosition = tbVector3(D3D.GetScreenSize().x, D3D.GetScreenSize().y, 0.5f);
aVertex[2].fRHW = 1.0f;
aVertex[2].Color = tbColor(1.0f, 1.0f, 1.0f);
aVertex[2].vTex = tbVector2(1.0f, 1.0f);
//Rechts oben
aVertex[3].cPosition = tbVector3(D3D.GetScreenSize().x, 0.0f, 0.5f);
aVertex[3].fRHW = 1.0f;
aVertex[3].Color = tbColor(1.0f, 1.0f, 1.0f);
aVertex[3].vTex = tbVector2(1.0f, 0.0f);
//Zeichnen!
D3D->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, aVertex, sizeof(STitleVertex));
//Szene beenden
D3D->EndScene();
//Textur löschen
tbTextureManager::Instance().ReleaseTexture(pTitle);
//Bildpuffer sichtbar machen
D3D->Present(NULL, NULL, NULL, NULL);
}
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