rendered paste body// Aktualizuje macierz przekształceń
//------------------------------------------------------------------------------
void UstawMacierz()
{
D3DXVECTOR3 vEyePt( 0.0f, 3.0f,-5.0f );
D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vUpVec( 1.0f, 1.0f, 1.0f );
D3DXMATRIXA16 matView;
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
D3DXMATRIXA16 matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 0.75f, 100.0f );
g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}
//Obraca trojkacikiem wzdluz osi Y
D3DXMatrixRotationY(&matWorld, GetTickCount()/360.0f );
g_pd3dDevice->SetTransform(D3DTS_WORLD,&matWorld);
g_pd3dDevice->SetStreamSource(0,g_pVB,0,sizeof(CUSTOMVERTEX));
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST,0,1);
g_pd3dDevice->EndScene();
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );