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tbResult CTutorial::Render(float fTime)
{
//tbVector3 v_MeshPos;
//v_MeshPos = gp_Main->mp_Game->mp_Player->GetPosition();
remainderf();
//tbMatrix m_Scl = tbMatrixScaling(tbVector3(1.0f,1.0f,1.0f));
////tbMatrix m_Rot = tbMatrixRotation(tbVector3(0.0f,0.0f,0.0f));
//tbMatrix m_Trans = tbMatrixTranslation(tbVector3(gp_Main->mp_Game->mp_Player->GetPosition().x,0.0f, gp_Main->mp_Game->mp_Player->GetPosition().z));
//tbMatrix m_World = m_Trans; // Weltmatrix erstellen
//tbDirect3D &D3D = tbDirect3D::Instance();
//D3D->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, tbColor(70.0f, 0.5f, 70.0f),1.0f, 0);
////Szene Beginnt;
//D3D->BeginScene();
//gp_Main->mp_Game->SetProjection(fTime);
//gp_Main->mp_Game->mp_Part1->SkyBox->Render(gp_Main->mp_Game->mp_Player->m_vPosition + tbVector3(0.0f, 10.0f, 0.0f));
//if(pb_Button[TB_KEY_SPACE]) D3D.SetRS(D3DRS_FILLMODE,D3DFILL_WIREFRAME);
//gp_Main->mp_Game->SetProjection(fTime);
//v_Velocity = -(gp_Main->mp_Game->mp_Player->GetPosition() / 500);
//
//Terain->GetEffects()->pEffect->GetEffect()->SetMatrix("View",(D3DXMATRIX*)&gp_Main->mp_Game->m_Camera);
//Terain->GetEffects()->pEffect->GetEffect()->SetMatrix("Prj",(D3DXMATRIX*)&gp_Main->mp_Game->m_Projection);
//Terain->GetEffects()->pEffect->GetEffect()->SetMatrix("World",(D3DXMATRIX*)&m_World);
//Terain->GetEffects()->pEffect->GetEffect()->SetVector("Cam_Vector",(D3DXVECTOR4*)&v_Velocity);
//Terain->Render();
//D3D.SetRS(D3DRS_FILLMODE, D3DFILL_SOLID);
//D3D->EndScene();
//return TB_OK;
}
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