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struct SVertex { tbVector3 vPosition; // Position des Vertex tbVector3 vNormal; tbVector2 vTexture; // Texturkoordinaten static const DWORD dwFVF; // Vertexformat }; |
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tbResult Render(float fNumSecsPassed) { HRESULT hResult; float fAspect; tbMatrix mCamera; tbMatrix mProjection; DWORD dwFogColor; float fFogStart = 1000.0f; float fFogEnd = 15000.0f; float fFogDens = 0.018f; D3DMATERIAL9 Material; D3DLIGHT9 SpotLight; dwFogColor = D3DCOLOR_XRGB(GetRValue(g_dwFogColor), GetGValue(g_dwFogColor), GetBValue(g_dwFogColor)); // Den Bildpuffer und den Z-Buffer leeren if(FAILED(hResult = g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, dwFogColor, 1.0f, 0))) { // Fehler beim Leeren! TB_ERROR_DIRECTX("g_pD3DDevice->Clear", hResult, TB_STOP); } // Szene beginnen g_pD3DDevice->BeginScene(); g_pD3DDevice->SetRenderState(D3DRS_FOGENABLE, TRUE); g_pD3DDevice->SetRenderState(D3DRS_FOGCOLOR, dwFogColor); g_pD3DDevice->SetRenderState(D3DRS_RANGEFOGENABLE, TRUE); g_pD3DDevice->SetRenderState(D3DRS_FOGVERTEXMODE, D3DFOG_EXP2); g_pD3DDevice->SetRenderState(D3DRS_FOGTABLEMODE, D3DFOG_NONE); g_pD3DDevice->SetRenderState(D3DRS_FOGSTART, *((DWORD*)(&fFogStart))); g_pD3DDevice->SetRenderState(D3DRS_FOGEND, *((DWORD*)(&fFogEnd))); g_pD3DDevice->SetRenderState(D3DRS_FOGDENSITY, *((DWORD*)(&fFogDens))); // ------------------------------------------------------------------ // Die Kameramatrix erzeugen und einsetzen. // Dafür benötigen wir die Kameraposition, den Blickpunkt der Kamera und // die lokale y-Achse der Kamera, die normalerweise (0, 1, 0) ist (es sei denn, // die Kamera "rollt"). mCamera = tbMatrixCamera(g_vCameraPosition, g_vCameraPosition + tbVector3(sinf(g_fCameraAngle), 0.0f, cosf(g_fCameraAngle)), tbVector3(0.0f, 1.0f, 0.0f)); g_pD3DDevice->SetTransform(D3DTS_VIEW, (D3DMATRIX*)(&mCamera)); // Das Bildseitenverhältnis berechnen fAspect = (float)(g_Direct3DParameters.VideoMode.Width) / (float)(g_Direct3DParameters.VideoMode.Height); // Die Projektionsmatrix erzeugen und einsetzen. // Das geschieht hier einmal pro Bild, weil das Sichtfeld variabel ist. mProjection = tbMatrixProjection(g_fFOV, // Sichtfeld fAspect, // Bildseitenverhältnis 0.1f, // Nahe Clipping-Ebene 250.0f); // Ferne Clipping-Ebene g_pD3DDevice->SetTransform(D3DTS_PROJECTION, (D3DMATRIX*)(&mProjection)); // ------------------------------------------------------------------ // Alle Würfel auf einmal zeichnen. // Zuerst den Vertex- und den Index-Buffer als Datenquelle aktivieren. g_pD3DDevice->SetStreamSource(0, g_pVertexBuffer, 0, sizeof(SVertex)); g_pD3DDevice->SetIndices(g_pIndexBuffer); // Zeichnen! hResult = g_pD3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, // Dreiecksliste 0, // Basisvertexindex 0, // Der kleinste Index g_iNumCubes * 8, // Diff. zw. größtem u. kleinstem Index 0, // Von Anfang an zeichnen g_iNumCubes * 12); // 12 Dreiecke pro Würfel if(FAILED(hResult)) { // Fehler beim Zeichnen! TB_ERROR_DIRECTX("g_pD3DDevice->DrawIndexedPrimitive", hResult, TB_STOP); } Material.Diffuse = tbColor(1.0f, 0.0f, 0.0f); Material.Ambient = tbColor(0.1f, 0.0f, 0.0f); Material.Specular = tbColor(0.5f, 0.5f, 0.5f); Material.Emissive = tbColor(0.0f, 0.0f, 0.0f); Material.Power = 10.f; g_pD3DDevice->SetMaterial(&Material); ZeroMemory(&SpotLight, sizeof(D3DLIGHT9)); SpotLight.Type = D3DLIGHT_SPOT; SpotLight.Diffuse = tbColor(1.0f, 1.0f, 1.0f); SpotLight.Ambient = tbColor(1.0f, 1.0f, 1.0f); SpotLight.Specular = tbColor(1.0f, 1.0f, 1.0f); SpotLight.Position = tbVector3(0.0f, 100.0f , 100.0f); SpotLight.Direction = g_vSpotDir; SpotLight.Range = 10000.0f; SpotLight.Attenuation0 = 0.0f; SpotLight.Attenuation1 = 0.025f; SpotLight.Attenuation2 = 0.0f; SpotLight.Falloff = 1.0f; SpotLight.Theta = TB_DEG_TO_RAD(30.0f); SpotLight.Phi = TB_DEG_TO_RAD(90.0f); g_pD3DDevice->SetLight(0, &SpotLight); g_pD3DDevice->LightEnable(0, TRUE); g_pD3DDevice->SetRenderState(D3DRS_AMBIENT, tbColor(0.15f, 0.15f, 0.15f)); // Szene beenden g_pD3DDevice->EndScene(); // Der große Moment: den Bildpuffer sichtbar machen g_pD3DDevice->Present(NULL, NULL, NULL, NULL); return TB_OK; } |
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tbResult Move(float fNumSecsPassed) { tbVector3 vCameraDirection; g_fTime += fNumSecsPassed; //hier wird rotiert tbMatrix mRotation(tbMatrixRotationY(TB_DEG_TO_RAD(g_fTime * 90.0f))); g_vSpotDir = tbVector3TransformCoords(g_vSpotDir, mRotation); if(GetAsyncKeyState(VK_LEFT)) g_fCameraAngle -= TB_DEG_TO_RAD(45.0f) * fNumSecsPassed; if(GetAsyncKeyState(VK_RIGHT)) g_fCameraAngle += TB_DEG_TO_RAD(45.0f) * fNumSecsPassed; vCameraDirection = tbVector3(sinf(g_fCameraAngle), 0.0f, cosf(g_fCameraAngle)); if(GetAsyncKeyState(VK_UP)) { g_vCameraPosition += vCameraDirection * g_CamSpeed * fNumSecsPassed; g_CamSpeed += 0.005; } else if(GetAsyncKeyState(VK_DOWN)) { g_vCameraPosition -= vCameraDirection * g_CamSpeed * fNumSecsPassed; g_CamSpeed -= 0.005; } if(GetAsyncKeyState(VK_PRIOR)) g_fFOV -= TB_DEG_TO_RAD(15.0f) * fNumSecsPassed; if(GetAsyncKeyState(VK_NEXT)) g_fFOV += TB_DEG_TO_RAD(15.0f) * fNumSecsPassed; if(g_fFOV >= TB_DEG_TO_RAD(180.0f)) g_fFOV = TB_DEG_TO_RAD(179.9f); else if(g_fFOV <= TB_DEG_TO_RAD(0.0f)) g_fFOV = TB_DEG_TO_RAD(0.1f); return TB_OK; } |
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g_pD3DDevice->SetRenderState(D3DRS_LIGHTING, TRUE); g_pD3DDevice->SetRenderState(D3DRS_COLORVERTEX, FALSE); g_pD3DDevice->SetRenderState(D3DRS_NORMALIZENORMALS, TRUE); g_pD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); g_pD3DDevice->SetRenderState(D3DRS_DITHERENABLE, TRUE); // Bilineare Texturfilter mit linearem MIP-Mapping g_pD3DDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); g_pD3DDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); g_pD3DDevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR); |
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// Vertex- und Index-Buffer komplett sperren g_pVertexBuffer->Lock(0, 0, (void**)(&pVertices), D3DLOCK_NOSYSLOCK); g_pIndexBuffer->Lock(0, 0, (void**)(&pusIndices), D3DLOCK_NOSYSLOCK); // Nun gehen wir jeden einzelnen Würfel durch. for(int iCube = 0; iCube < g_iNumCubes; iCube++) { vCubePosition = tbVector3Random() * tbFloatRandom(20.0f, 250.0f); iStartVertex = iCube * 8; iStartIndex = iCube * 36; pVertices[iStartVertex + 0].vPosition = vCubePosition + tbVector3(-1.0f, 1.0f, -1.0f); pVertices[iStartVertex + 1].vPosition = vCubePosition + tbVector3(-1.0f, 1.0f, 1.0f); pVertices[iStartVertex + 2].vPosition = vCubePosition + tbVector3( 1.0f, 1.0f, 1.0f); pVertices[iStartVertex + 3].vPosition = vCubePosition + tbVector3( 1.0f, 1.0f, -1.0f); pVertices[iStartVertex + 4].vPosition = vCubePosition + tbVector3(-1.0f, -1.0f, -1.0f); pVertices[iStartVertex + 5].vPosition = vCubePosition + tbVector3(-1.0f, -1.0f, 1.0f); pVertices[iStartVertex + 6].vPosition = vCubePosition + tbVector3( 1.0f, -1.0f, 1.0f); pVertices[iStartVertex + 7].vPosition = vCubePosition + tbVector3( 1.0f, -1.0f, -1.0f); pVertices[iStartVertex + 0].vNormal = tbVector3Normalize(vCubePosition - pVertices[iStartVertex + 0].vPosition); pVertices[iStartVertex + 1].vNormal = tbVector3Normalize(vCubePosition - pVertices[iStartVertex + 1].vPosition); pVertices[iStartVertex + 2].vNormal = tbVector3Normalize(vCubePosition - pVertices[iStartVertex + 2].vPosition); pVertices[iStartVertex + 3].vNormal = tbVector3Normalize(vCubePosition - pVertices[iStartVertex + 3].vPosition); pVertices[iStartVertex + 4].vNormal = tbVector3Normalize(vCubePosition - pVertices[iStartVertex + 4].vPosition); pVertices[iStartVertex + 5].vNormal = tbVector3Normalize(vCubePosition - pVertices[iStartVertex + 5].vPosition); pVertices[iStartVertex + 6].vNormal = tbVector3Normalize(vCubePosition - pVertices[iStartVertex + 6].vPosition); pVertices[iStartVertex + 7].vNormal = tbVector3Normalize(vCubePosition - pVertices[iStartVertex + 7].vPosition); for(int iVertex = iStartVertex; iVertex < iStartVertex + 8; iVertex++) { pVertices[iVertex].vTexture = tbVector2Random(); } int aiIndex[36] = {0, 3, 7, 0, 7, 4, // Vorderseite 2, 1, 5, 2, 5, 6, // Hinterseite 1, 0, 4, 1, 4, 5, // Linke Seite 3, 2, 6, 3, 6, 7, // Rechte Seite 0, 1, 2, 0, 2, 3, // Oberseite 6, 5, 4, 6, 4, 7}; // Unterseite for(int iIndex = 0; iIndex < 36; iIndex++) { // Index eintragen pusIndices[iStartIndex + iIndex] = aiIndex[iIndex] + iStartVertex; } } g_pVertexBuffer->Unlock(); g_pIndexBuffer->Unlock(); |
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tbResult InitScene() { HRESULT hResult; SVertex* pVertices; unsigned short* pusIndices; tbVector3 vCubePosition; int iStartVertex; int iStartIndex; DWORD dwFogColor; float fFogStart = 1000.0f; float fFogEnd = 15000.0f; float fFogDens = 0.018f; D3DMATERIAL9 Material; D3DLIGHT9 SpotLight; dwFogColor = D3DCOLOR_XRGB(GetRValue(g_dwFogColor), GetGValue(g_dwFogColor), GetBValue(g_dwFogColor)); // Vertexformat setzen if(FAILED(hResult = g_pD3DDevice->SetFVF(SVertex::dwFVF))) { // Fehler beim Setzen des Vertexformats! TB_ERROR_DIRECTX("g_pD3DDevice->SetFVF", hResult, TB_ERROR); } // Beleuchtung und Culling ausschalten, Dithering aktivieren g_pD3DDevice->SetRenderState(D3DRS_LIGHTING, TRUE); g_pD3DDevice->SetRenderState(D3DRS_COLORVERTEX, FALSE); g_pD3DDevice->SetRenderState(D3DRS_NORMALIZENORMALS, TRUE); g_pD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); g_pD3DDevice->SetRenderState(D3DRS_DITHERENABLE, TRUE); // Bilineare Texturfilter mit linearem MIP-Mapping g_pD3DDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); g_pD3DDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); g_pD3DDevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR); // Die Textur laden if(FAILED(hResult = D3DXCreateTextureFromFileEx(g_pD3DDevice, // Device "Texture.bmp", // Dateiname D3DX_DEFAULT, // Breite D3DX_DEFAULT, // Höhe D3DX_DEFAULT, // MIP-Maps 0, // Verwendungszweck D3DFMT_UNKNOWN, // Format D3DPOOL_MANAGED, // Speicherklasse D3DX_FILTER_NONE, // Filter D3DX_DEFAULT, // MIP-Map-Filter 0, // Color-Key NULL, // Unwichtig NULL, // Unwichtig &g_pTexture))) // Die Textur { // Fehler! TB_ERROR_DIRECTX("D3DXCreateTextureFromFileEx", hResult, TB_ERROR); } // Und nun die Textur einsetzen g_pD3DDevice->SetTexture(0, g_pTexture); // ------------------------------------------------------------------ // Den Vertex-Buffer erstellen. Jeder Würfel benötigt 8 Vertizes. // Daher ist die Vertex-Buffer-Größe gleich Anzahl der Würfel mal 8 mal Vertexgröße. if(FAILED(hResult = g_pD3DDevice->CreateVertexBuffer(g_iNumCubes * 8 * sizeof(SVertex), 0, SVertex::dwFVF, D3DPOOL_MANAGED, &g_pVertexBuffer, NULL))) { // Fehler beim Erstellen des Vertex-Buffers! TB_ERROR_DIRECTX("g_pD3DDevice->CreateVertexBuffer", hResult, TB_ERROR); } // Nun generieren wir den Index-Buffer. Jeder Würfel braucht 36 Indizes. // Es wird ein 16-Bit-Index-Buffer verwendet. if(FAILED(hResult = g_pD3DDevice->CreateIndexBuffer(g_iNumCubes * 36 * 2, 0, D3DFMT_INDEX16, D3DPOOL_MANAGED, &g_pIndexBuffer, NULL))) { // Fehler beim Erstellen des Index-Buffers! TB_ERROR_DIRECTX("g_pD3DDevice->CreateIndexBuffer", hResult, TB_ERROR); } Material.Diffuse = tbColor(1.0f, 0.0f, 0.0f); Material.Ambient = tbColor(0.1f, 0.0f, 0.0f); Material.Specular = tbColor(0.5f, 0.5f, 0.5f); Material.Emissive = tbColor(0.0f, 0.0f, 0.0f); Material.Power = 10.f; g_pD3DDevice->SetMaterial(&Material); ZeroMemory(&SpotLight, sizeof(D3DLIGHT9)); SpotLight.Type = D3DLIGHT_POINT; SpotLight.Diffuse = tbColor(1.0f, 1.0f, 1.0f); SpotLight.Ambient = tbColor(1.0f, 1.0f, 1.0f); SpotLight.Specular = tbColor(1.0f, 1.0f, 1.0f); SpotLight.Position = tbVector3(0.0f, 100.0f , 100.0f); //SpotLight.Direction = g_vSpotDir; SpotLight.Range = 10000.0f; SpotLight.Attenuation0 = 0.0f; SpotLight.Attenuation1 = 0.025f; SpotLight.Attenuation2 = 0.0f; /*SpotLight.Falloff = 1.0f; SpotLight.Theta = TB_DEG_TO_RAD(30.0f); SpotLight.Phi = TB_DEG_TO_RAD(90.0f);*/ g_pD3DDevice->SetLight(0, &SpotLight); g_pD3DDevice->LightEnable(0, TRUE); g_pD3DDevice->SetRenderState(D3DRS_AMBIENT, tbColor(0.15f, 0.15f, 0.15f)); g_pD3DDevice->SetRenderState(D3DRS_FOGENABLE, TRUE); g_pD3DDevice->SetRenderState(D3DRS_FOGCOLOR, dwFogColor); g_pD3DDevice->SetRenderState(D3DRS_RANGEFOGENABLE, TRUE); g_pD3DDevice->SetRenderState(D3DRS_FOGVERTEXMODE, D3DFOG_EXP2); g_pD3DDevice->SetRenderState(D3DRS_FOGTABLEMODE, D3DFOG_NONE); g_pD3DDevice->SetRenderState(D3DRS_FOGSTART, *((DWORD*)(&fFogStart))); g_pD3DDevice->SetRenderState(D3DRS_FOGEND, *((DWORD*)(&fFogEnd))); g_pD3DDevice->SetRenderState(D3DRS_FOGDENSITY, *((DWORD*)(&fFogDens))); // Vertex- und Index-Buffer komplett sperren g_pVertexBuffer->Lock(0, 0, (void**)(&pVertices), D3DLOCK_NOSYSLOCK); g_pIndexBuffer->Lock(0, 0, (void**)(&pusIndices), D3DLOCK_NOSYSLOCK); // Nun gehen wir jeden einzelnen Würfel durch. for(int iCube = 0; iCube < g_iNumCubes; iCube++) { vCubePosition = tbVector3Random() * tbFloatRandom(20.0f, 250.0f); iStartVertex = iCube * 8; iStartIndex = iCube * 36; pVertices[iStartVertex + 0].vPosition = vCubePosition + tbVector3(-1.0f, 1.0f, -1.0f); pVertices[iStartVertex + 1].vPosition = vCubePosition + tbVector3(-1.0f, 1.0f, 1.0f); pVertices[iStartVertex + 2].vPosition = vCubePosition + tbVector3( 1.0f, 1.0f, 1.0f); pVertices[iStartVertex + 3].vPosition = vCubePosition + tbVector3( 1.0f, 1.0f, -1.0f); pVertices[iStartVertex + 4].vPosition = vCubePosition + tbVector3(-1.0f, -1.0f, -1.0f); pVertices[iStartVertex + 5].vPosition = vCubePosition + tbVector3(-1.0f, -1.0f, 1.0f); pVertices[iStartVertex + 6].vPosition = vCubePosition + tbVector3( 1.0f, -1.0f, 1.0f); pVertices[iStartVertex + 7].vPosition = vCubePosition + tbVector3( 1.0f, -1.0f, -1.0f); pVertices[iStartVertex + 0].vNormal = tbVector3Normalize(vCubePosition - pVertices[iStartVertex + 0].vPosition); pVertices[iStartVertex + 1].vNormal = tbVector3Normalize(vCubePosition - pVertices[iStartVertex + 1].vPosition); pVertices[iStartVertex + 2].vNormal = tbVector3Normalize(vCubePosition - pVertices[iStartVertex + 2].vPosition); pVertices[iStartVertex + 3].vNormal = tbVector3Normalize(vCubePosition - pVertices[iStartVertex + 3].vPosition); pVertices[iStartVertex + 4].vNormal = tbVector3Normalize(vCubePosition - pVertices[iStartVertex + 4].vPosition); pVertices[iStartVertex + 5].vNormal = tbVector3Normalize(vCubePosition - pVertices[iStartVertex + 5].vPosition); pVertices[iStartVertex + 6].vNormal = tbVector3Normalize(vCubePosition - pVertices[iStartVertex + 6].vPosition); pVertices[iStartVertex + 7].vNormal = tbVector3Normalize(vCubePosition - pVertices[iStartVertex + 7].vPosition); for(int iVertex = iStartVertex; iVertex < iStartVertex + 8; iVertex++) { pVertices[iVertex].vTexture = tbVector2Random(); } int aiIndex[36] = {0, 3, 7, 0, 7, 4, // Vorderseite 2, 1, 5, 2, 5, 6, // Hinterseite 1, 0, 4, 1, 4, 5, // Linke Seite 3, 2, 6, 3, 6, 7, // Rechte Seite 0, 1, 2, 0, 2, 3, // Oberseite 6, 5, 4, 6, 4, 7}; // Unterseite for(int iIndex = 0; iIndex < 36; iIndex++) { // Index eintragen pusIndices[iStartIndex + iIndex] = aiIndex[iIndex] + iStartVertex; } } g_pVertexBuffer->Unlock(); g_pIndexBuffer->Unlock(); return TB_OK; } |
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tbResult Render(float fNumSecsPassed) { HRESULT hResult; float fAspect; tbMatrix mCamera; tbMatrix mProjection; // Den Bildpuffer und den Z-Buffer leeren if(FAILED(hResult = g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, g_dwFogColor, 1.0f, 0))) { // Fehler beim Leeren! TB_ERROR_DIRECTX("g_pD3DDevice->Clear", hResult, TB_STOP); } // Szene beginnen g_pD3DDevice->BeginScene(); // ------------------------------------------------------------------ // Die Kameramatrix erzeugen und einsetzen. // Dafür benötigen wir die Kameraposition, den Blickpunkt der Kamera und // die lokale y-Achse der Kamera, die normalerweise (0, 1, 0) ist (es sei denn, // die Kamera "rollt"). mCamera = tbMatrixCamera(g_vCameraPosition, g_vCameraPosition + tbVector3(sinf(g_fCameraAngle), 0.0f, cosf(g_fCameraAngle)), tbVector3(0.0f, 1.0f, 0.0f)); g_pD3DDevice->SetTransform(D3DTS_VIEW, (D3DMATRIX*)(&mCamera)); // Das Bildseitenverhältnis berechnen fAspect = (float)(g_Direct3DParameters.VideoMode.Width) / (float)(g_Direct3DParameters.VideoMode.Height); // Die Projektionsmatrix erzeugen und einsetzen. // Das geschieht hier einmal pro Bild, weil das Sichtfeld variabel ist. mProjection = tbMatrixProjection(g_fFOV, // Sichtfeld fAspect, // Bildseitenverhältnis 0.1f, // Nahe Clipping-Ebene 250.0f); // Ferne Clipping-Ebene g_pD3DDevice->SetTransform(D3DTS_PROJECTION, (D3DMATRIX*)(&mProjection)); // ------------------------------------------------------------------ // Alle Würfel auf einmal zeichnen. // Zuerst den Vertex- und den Index-Buffer als Datenquelle aktivieren. g_pD3DDevice->SetStreamSource(0, g_pVertexBuffer, 0, sizeof(SVertex)); g_pD3DDevice->SetIndices(g_pIndexBuffer); // Zeichnen! hResult = g_pD3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, // Dreiecksliste 0, // Basisvertexindex 0, // Der kleinste Index g_iNumCubes * 8, // Diff. zw. größtem u. kleinstem Index 0, // Von Anfang an zeichnen g_iNumCubes * 12); // 12 Dreiecke pro Würfel if(FAILED(hResult)) { // Fehler beim Zeichnen! TB_ERROR_DIRECTX("g_pD3DDevice->DrawIndexedPrimitive", hResult, TB_STOP); } // Szene beenden g_pD3DDevice->EndScene(); // Der große Moment: den Bildpuffer sichtbar machen g_pD3DDevice->Present(NULL, NULL, NULL, NULL); return TB_OK; } |
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const DWORD SVertex::dwFVF = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1; |
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const DWORD SVertex::dwFVF = D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_NORMAL; |
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