rendered paste body VLASTNIVERTEX vrchTrojuhl[] =
{
{400.0, 180.0, 0.0, 1.0, D3DCOLOR_XRGB(255,0,0)},
{500.0, 380.0, 0.0, 1.0, D3DCOLOR_XRGB(0,255,0)},
{300.0, 380.0, 0.0, 1.0, D3DCOLOR_XRGB(0,0,255)},
};
IDirect3DVertexBuffer9* pVertexBuffer = NULL;
HRESULT hVysledek = g_pZarizeniDirect3D->CreateVertexBuffer(
3*sizeof(VLASTNIVERTEX), 0, D3DFVF_XYZRHW | D3DFVF_DIFFUSE,
D3DPOOL_DEFAULT, &pVertexBuffer, NULL);
if (FAILED(hVysledek))
{
DXTRACE_ERR("Chyba při vytv. vertex bufferu.", hVysledek);
}
VOID* pVrcholy;
hVysledek = pVertexBuffer->Lock(0, 0, (viod**)&pVrcholy, 0);
if (FAILED(hVysledek))
{
DXTRACE_ERR("Chyba při zamyk. vertex bufferu.", hVysledek);
}
memcpy(pVrcholy, vrchTrojuhl, sizeof(vrchTrojuhl));
pVertexBuffer->Unlock();
g_pZarizeniDirect3D->Clear(0, NULL, D3DCLEAR_TARGET,
D3DCOLOR_XRGB(0,0,0), 1.0, 0);
g_pZarizeniDirect3D->SetStreamSource(0, pVertexBuffer, 0,
sizeof(VLASTNI_VERTEX));
g_pZarizeniDirect3D->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
g_pZarizeniDirect3D->BeginScene();
g_pZarizeniDirect3D->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
g_pZarizeniDirect3D->EndScene();
g_pZarizeniDirect3D->Present(NULL, NULL, NULL, NULL);
if (pVertexbuffer)
pVertexBuffer->Release();