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我这样建立的一个普通的带纹理的矩形:
pVertices[0].color = 0xffffffff;
pVertices[0].position = D3DXVECTOR3(-1.0f, 1.0f, 0.0f);
pVertices[0].tu = 0.0f;
pVertices[0].tv = 0.0f;
pVertices[1].color = 0xffffffff;
pVertices[1].position = D3DXVECTOR3(1.0f, 1.0f, 0.0f);
pVertices[1].tu = 1.0f;
pVertices[1].tv = 0.0f;
pVertices[2].color = 0xffffffff;
pVertices[2].position = D3DXVECTOR3(-1.0f, -1.0f, 0.0f);
pVertices[2].tu = 0.0f;
pVertices[2].tv = 1.0f;
pVertices[3].color = 0xffffffff;
pVertices[3].position = D3DXVECTOR3(1.0f, 1.0f, 0.0f);
pVertices[3].tu = 1.0f;
pVertices[3].tv = 0.0f;
pVertices[4].color = 0xffffffff;
pVertices[4].position = D3DXVECTOR3(-1.0f, -1.0f, 0.0f);
pVertices[4].tu = 0.0f;
pVertices[4].tv = 1.0f;
pVertices[5].color = 0xffffffff;
pVertices[5].position = D3DXVECTOR3(1.0f, -1.0f, 0.0f);
pVertices[5].tu = 1.0f;
pVertices[5].tv = 1.0f;
照理来说应该在渲染时DrawPrimitive的第三个参数为2(画两个),但是为什么在实际运行中画2个只能画一半,一定要画4个才可以呢?(画3个也不行!) |
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