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tbResult Game::Init()
{
tbDirect3D::SetRS(D3DRS_LIGHTING, FALSE);
tbDirect3D::SetRS(D3DRS_CULLMODE, D3DCULL_NONE);
tbDirect3D::SetTransform(D3DTS_PROJECTION, tbMatrixProjection(TB_DEG_TO_RAD(85.0f),
4.0f / 3.0f, 0.1f, 100.0f));
tbDirect3D::SetTransform(D3DTS_VIEW, tbMatrixCamera(tbVector3(0.0f, 2.0f, 0.0f),
tbVector3(0.0f, 0.0f, 0.0f)));
tbDirect3D::SetTransform(D3DTS_WORLD, tbMatrixIdentity());
triangle[0].position = tbVector3(0.0f, 0.0f, 0.0f); triangle[0].texture = tbVector2(0.0f, 0.0f);
triangle[1].position = tbVector3(1.0f, 0.0f, 0.0f); triangle[1].texture = tbVector2(1.0f, 0.0f);
triangle[2].position = tbVector3(1.0f, 0.0f, 1.0f); triangle[2].texture = tbVector2(1.0f, 1.0f);
return TB_OK;
}
tbResult Game::Render(float time)
{
tbDirect3D::Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 63),
1.0f, 0);
tbDirect3D::BeginScene();
tbDirect3D::SetFVF(D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1);
tbDirect3D::SetTexture(0, tbTextureManager::GetTexture("Gfx\\texture.bmp"));
tbDirect3D::GetDevice()->DrawPrimitiveUP(D3DPT_TRIANGLELIST, 1, triangle, sizeof(StdVertex));
tbDirect3D::EndScene();
tbDirect3D::Present();
return TB_OK;
}
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