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D3D->Clear(0,
NULL,
D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
D3DCOLOR_XRGB(0,0,0),
1.0f,
0);
D3D->BeginScene();
// Vertexformat und Bildtextur setzen, Z-Buffer aus
D3D.SetFVF(SPicVertex::dwFVF);
D3D->SetTexture(0,pTexture);
D3D.SetRS(D3DRS_ZENABLE, D3DZB_FALSE);
// Die vier Vertizes erstellen (Rechteck)
// Links unten
aVertex[0].vPosition = tbVector3(0.0f, D3D.GetScreenSize().y, 0.5f);
aVertex[0].fRHW = 1.0f;
aVertex[0].Color = tbColor(1.0f,1.0f,1.0f,1.0f);
aVertex[0].vTex0 = tbVector2(0.0f, 1.0f);
// Links oben
aVertex[1].vPosition = tbVector3(0.0f, 0.0f, 0.0f);
aVertex[1].fRHW = 1.0f;
aVertex[1].Color = tbColor(1.0f,1.0f,1.0f,1.0f);
aVertex[1].vTex0 = tbVector2(0.0f, 0.0f);
// Rechts unten
aVertex[2].vPosition = tbVector3(D3D.GetScreenSize().x, D3D.GetScreenSize().y, 0.5f);
aVertex[2].fRHW = 1.0f;
aVertex[2].Color = tbColor(1.0f,1.0f,1.0f,1.0f);
aVertex[2].vTex0 = tbVector2(1.0f, 1.0f);
// Rechts oben
aVertex[3].vPosition = tbVector3(D3D.GetScreenSize().x, 0.0f, 0.5f);
aVertex[3].fRHW = 1.0f;
aVertex[3].Color = tbColor(1.0f,1.0f,1.0f,1.0f);
aVertex[3].vTex0 = tbVector2(1.0f, 0.0f);
e->Begin();
e->SetTexture( "TargetMap", pTexture );
// Als Dreiecksfolge zeichnen
D3D->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, aVertex, sizeof(SPicVertex));
e->End();
D3D->EndScene();
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