rendered paste bodystruct COSTUMVERTEX{
FLOAT x,y,z;
DWORD color;
FLOAT U, V;
};
VOID InitPlaneTransparency(LPDIRECT3DVERTEXBUFFER9 &myvertexbuffer){
COSTUMVERTEX t_vert[4];
VOID* pVoid;
// kopi data dari myvertexbuffer ke t_vert[4]
myvertexbuffer->Lock(0,0, (void**)&pVoid, 0);
memcpy(t_vert, pVoid, sizeof(t_vert));
myvertexbuffer->Unlock();
// modifikasi data t_vert
for(int i=0;i<4;i++){
t_vert[i].x=0;
t_vert[i].y=0;
t_vert[i].z=0;
t_vert[i].color=D3DCOLOR_ARGB(255,255,255,255);
}
// kopi lagi dari t_vert ke myvertexbuffer
myvertexbuffer->Lock(0,0, (void**)&pVoid, 0);
memcpy(pVoid, t_vert, sizeof(t_vert));
myvertexbuffer->Unlock();
}