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Directx8.0中的渲染
g_pd3dDevice->SetTexture( 0, g_pTextureSky );
g_pd3dDevice->SetStreamSource( 0, g_pVBsky, sizeof(CUSTOMVERTEX02) );
g_pd3dDevice->SetVertexShader( D3DFVF_CUSTOMVERTEX02 );
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 8);
如:
//floor ---------------------------------------------
g_pd3dDevice->SetTextureStageState(0, D3DTSS_MIPFILTER, D3DTEXF_POINT);
g_pd3dDevice->SetTexture( 0, g_pTextureFloor );
g_pd3dDevice->SetTextureStageState(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
// 设置待渲染顶点的来源
g_pd3dDevice->SetStreamSource( 0, g_pVBfloor, sizeof(CUSTOMVERTEX02) );
// 进行3D渲染,在这里设置渲染的顶点格式,并调用DrawPrimitive完成顶点渲染处理
g_pd3dDevice->SetVertexShader( D3DFVF_CUSTOMVERTEX02 );
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
那么Directx9.1该如何渲染?
g_pd3dDevice->SetStreamSource(0,g_pVBfloor,0,sizeof(CUSTOMVERTEX02));
g_pd3dDevice->SetIndices(g_pIB);
g_pd3dDevice->SetFVF(FVF_CUSTOMVERTEX02);
g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP,0,1);
对吗? |
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