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一个简单例子表示fixed functional VS/Assemble VS/HLSI VS的例子(4) ZeroMemory( &d3dpp, sizeof(d3dpp) ); d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; // Create the D3DDevice if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice ) ) ) { return E_FAIL; } // Turn off culling, so we see the front and back of the triangle g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE ); // Turn off D3D lighting, since we are providing our own vertex colors g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE ); return S_OK; } //----------------------------------------------------------------------------- // Name: SetupMatrices() // Desc: Sets up the world, view, and projection transform matrices. //----------------------------------------------------------------------------- VOID SetupMatrices() { // For our world matrix, we will just rotate the object about the y-axis. D3DXMATRIXA16 matWorld;
// Set up the rotation matrix to generate 1 full rotation (2*PI radians)
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