rendered paste bodyvoid TriangeTwo()
{
CUSTOMVERTEX g_Vertices[] =
{
{ 200, 400.0f, 0.0f, 0.0f, D3DCOLOR_XRGB(0,255,0), }, // x, y, z, color
{ 200.0f, -1.0f, 0.0f, 0.0f, D3DCOLOR_XRGB(255,0,0), },
{ 140.0f, -1.0f, 0.0f,0.0f, D3DCOLOR_XRGB(255,0,0), },
};
IDirect3DVertexBuffer9* pVertexBuf = NULL;
HRESULT hR = g_pDirect3DDevice->CreateVertexBuffer(3*sizeof(CUSTOMVERTEX),0 , D3DFVF_XYZRHW | D3DFVF_DIFFUSE, D3DPOOL_DEFAULT , &pVertexBuf , NULL);
VOID* pVertices;
hR = pVertexBuf->Lock(0, 0, (void**)&pVertices, 0);
memcpy( pVertices, g_Vertices, sizeof(g_Vertices) );
pVertexBuf->Unlock();
g_pDirect3DDevice->SetStreamSource( 0, pVertexBuf, 0 , sizeof(CUSTOMVERTEX) );
g_pDirect3DDevice->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
D3DXMATRIX matWorld;
D3DXMatrixRotationY( &matWorld, timeGetTime()/150.0f );
g_pDirect3DDevice->SetTransform( D3DTS_WORLD, &matWorld );
D3DXVECTOR3 vEyePt ( 0.0f, 3.0f,-5.0f );
D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vUpVec ( 0.0f, 1.0f, 0.0f );
D3DXMATRIXA16 matView;
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
g_pDirect3DDevice->SetTransform( D3DTS_VIEW, &matView );
D3DXMATRIX matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );
g_pDirect3DDevice->SetTransform( D3DTS_PROJECTION, &matProj );
g_pDirect3DDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 1 );
}