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int Rendere(float ZeitAnfang)
{
g_pD3DDevice->Clear(0,NULL,
D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL,
D3DCOLOR_XRGB( 0, 0, 0),
1.0f,0);
float fAspect;
tbMatrix mCamera;
tbMatrix mProjection;
tbMatrix mWorld;
fAspect = (float) (1024) / (float) (768);
mCamera = tbMatrixCamera(vCameraPosition,
vCameraPosition + tbVector3(sinf(fCameraAngle),
1.0f,
cosf(fCameraAngle)),
tbVector3(0,0,0));
g_pD3DDevice->SetTransform(D3DTS_VIEW, (D3DMATRIX*)(&mCamera));
// Die Projektionsmatrix erzeugen und einsetzen.
// Das geschieht hier einmal pro Bild, weil das Sichtfeld variabel ist.
mProjection = tbMatrixProjection(fFOV, // Sichtfeld
fAspect, // Bildseitenverhältnis
0.1f, // Nahe Clipping-Ebene
1000.0f); // Ferne Clipping-Ebene
g_pD3DDevice->SetTransform(D3DTS_PROJECTION, (D3DMATRIX*)(&mProjection));
//In Bildpuffer zeichnen 1
g_pD3DDevice->BeginScene();
g_pD3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST,
1,
Dreieck,
sizeof(SVertex));
g_pD3DDevice->EndScene();
g_pD3DDevice->Present(NULL, NULL, NULL, NULL);
return 0;
}
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