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struct SVertex
{
float fX,fY,fZ;
D3DCOLOR D3DColorDiffuse;
};
SVertex aVertex[3]=
{
{-1.0f,-1.0f,0.0f,0x0000ff},
{1.0f,-1.0f,0.0f,0x00ff00},
{0.0f,1.0f,0.0f,0xff0000}
};
//krasser bezeichner, ne? ||
// \/
unsigned short int ausiIndex[3]={0,1,2};
PDIRECT3DVERTEXBUFFER9 pVertexBuffer=NULL;
PDIRECT3DINDEXBUFFER9 pIndexBuffer=NULL;
pDirect3D->CreateVertexBuffer(
16*3,
D3DUSAGE_WRITEONLY,
D3DFVF_XYZ|D3DFVF_DIFFUSE,
D3DPOOL_MANAGED,
&pVertexBuffer,
NULL
);
void* p=NULL;
pVertexBuffer->Lock(0,0,&p,0);
sgCopyA((char*& )p,0,(char*& )aVertex,0,3*16);
pVertexBuffer->Unlock();
pDirect3D->CreateIndexBuffer(
3*2,
D3DUSAGE_WRITEONLY,
D3DFMT_INDEX16,
D3DPOOL_MANAGED,
&pIndexBuffer
NULL
);
pIndexBuffer->Lock(0,0,&p,0);
sgCopyA((char*& )p,0,(char*& )ausiIndex,0,3*2);
pIndexBuffer->Unlock();
//Beim Zeichnen:
pDirect3D->Clear(0,NULL,D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,0,1.0f,0);
pDirect3D->BeginScene();
pDirect3D->SetVertexFormat(D3DFVF_XYZ|D3DFVF_DIFFUSE);
pDirect3D->SetStreamSource(0,pVertexBuffer,0,16);
pDirect3D->SetIndices(pIndexBuffer);
pDirect3D->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,0,0,3,0,1);
pDirect3D->SetIndices(NULL);
pDirect3D->SetStreamSource(0,NULL,0,0);
pDirect3D->EndScene();
pDirect3D->Present(NULL,NULL,NULL,NULL);
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