void RenderSystem::v_Render()
{
	BeginScene();

	UpdateScene();
	XMMATRIX Model = XMMatrixIdentity();
	XMStoreFloat4x4(&m_Matrix.model, XMMatrixTranspose(Model));

    m_Matrix.view = m_Camera.GetViewMatrix();
	m_Cube.Render(m_pD3D11DeviceContext.Get(), m_Matrix.model, m_Matrix.view, m_Matrix.proj);

	XMFLOAT3 camPos = m_Camera.GetPos();
	XMFLOAT3 modelPos;
	modelPos.x = 0.0f;
	modelPos.y = 1.5f;
	modelPos.z = 0.0f;
	// Calculate the rotation that needs to be applied to the billboard model to face the current camera position using the arc tangent function.
	float angle = atan2(modelPos.x - camPos.x, modelPos.z - camPos.z) * (180.0 / XM_PI);
	// Convert rotation into radians.
	float rotation = (float)angle * 0.0174532925f;
	// Setup the rotation the billboard at the origin using the world matrix.
	XMMATRIX world = XMMatrixRotationY(rotation);
	// Setup the translation matrix from the billboard model.
	XMMATRIX trans = XMMatrixTranslation(modelPos.x, modelPos.y, modelPos.z);
	world *= trans;
	XMStoreFloat4x4(&m_Matrix.model, XMMatrixTranspose(world));

	m_Square.Render(m_pD3D11DeviceContext.Get(), m_Matrix.model, m_Matrix.view, m_Matrix.proj);

	DrawInfo();

	EndScene();
}
void RsImplWinGL::Render()
{
	BeginScene();

    GLint defaultFBO;
    glGetIntegerv(GL_FRAMEBUFFER_BINDING, &defaultFBO);
    
	// Clear the render target so we don't use it in the deferred rendering pass
	m_pCurrentRenderTarget = BtNull;
    
	// Cache the number of render targets
	BtU32 numRenderTargets = m_renderTargets.GetNumItems();

	for( BtU32 i=0; i<numRenderTargets; i++ )
	{
		// Cache each render target
		RsRenderTargetWinGL &renderTarget = m_renderTargets[i];

        // Always restore the default frame buffer at the start before changing it
        glBindFramebuffer(GL_FRAMEBUFFER, defaultFBO );
        
		// render each render target
		renderTarget.Render();
	}

	EndScene();

	ResetRenderables();
}
Example #3
0
void RenderSystem::v_Render()
{
	BeginScene();

	static float t = 0.0f;
	static ULONGLONG timeStart = 0;
	ULONGLONG timeCur = GetTickCount64();
	if (timeStart==0)
		timeStart = timeCur;

	t = (timeCur-timeStart)/1000.0f;

	// Light
	XMMATRIX mSpin = XMMatrixRotationZ(-t);
	XMMATRIX mOrbit = XMMatrixRotationY(-t * 2.0f);
	XMMATRIX mTranslate = XMMatrixTranslation(-3.0f, 0.0f, 0.0f);
	XMMATRIX mScale = XMMatrixScaling(0.3f, 0.3f, 0.3f);
	XMMATRIX worldCube = mScale * mSpin * mTranslate * mOrbit;
	XMStoreFloat4x4(&m_Matrix.model, XMMatrixTranspose(worldCube));
	m_Cube.Render(m_pD3D11DeviceContext, m_Matrix, XMFLOAT4(0.0f, 0.0f, 1.0f, 1.0f) );

	XMFLOAT4 lightPos = XMFLOAT4(m_Matrix.model._14, m_Matrix.model._24, m_Matrix.model._34, 0.0f);

	//Object
	XMMATRIX rotMat = XMMatrixRotationY(t/10.0f);
	XMStoreFloat4x4(&m_Matrix.model, XMMatrixTranspose(rotMat));
	m_Cube.Render(m_pD3D11DeviceContext, m_Matrix, lightPos);

	EndScene();
}
Example #4
0
void RenderSystem::v_Render()
{

	BeginScene();

	m_Matrix.view = m_Camera.GetViewMatrix();

	DisableZbuffer();
	DisableCulling();

	m_Matrix.view._14 = 0.0f;
	m_Matrix.view._24 = 0.0f;
	m_Matrix.view._34 = 0.0f;
	m_Matrix.view._41 = 0.0f;
	m_Matrix.view._42 = 0.0f;
	m_Matrix.view._43 = 0.0f;
	XMMATRIX sphereWorld = XMMatrixIdentity();
	XMStoreFloat4x4(&m_Matrix.model, XMMatrixTranspose(sphereWorld));
	m_Skymap.Render(m_pD3D11DeviceContext, m_Matrix);

	EnableCulling();
	EnableZbuffer();


	m_Matrix.view = m_Camera.GetViewMatrix();
	XMMATRIX gridModel = XMMatrixIdentity();
	XMStoreFloat4x4(&m_Matrix.model, XMMatrixTranspose(gridModel));
	m_Terrain.Render(m_pD3D11DeviceContext, m_Matrix);

	DrawInfo();

	EndScene();

}
Example #5
0
void DrawScene()
{
	BeginScene(1);
	RenderQuad(p_logo,0,0,0,0,(480-p_logo->w)/2,(272-p_logo->h)/2,1,1,0,MAKE_RGBA_8888(255,255,255,40));
	mParticleSys->Render();
	EndScene();
}
Example #6
0
// Virtual event handlers, overide them in your derived class
void project1::OnDrawImage(wxPaintEvent& event) 
{ 
  BeginScene(&m_device, opengl::colorf(0.0f, 0.0f, 0.0f, 0.0f)); 
  EndScene(&m_device); 
  
  //event.Skip(); 
}
Example #7
0
void GSDevice10::StretchRect(Texture& st, const GSVector4& sr, Texture& dt, const GSVector4& dr, ID3D10PixelShader* ps, ID3D10Buffer* ps_cb, ID3D10BlendState* bs, bool linear)
{
	BeginScene();

	// om

	OMSetDepthStencilState(m_convert.dss, 0);
	OMSetBlendState(bs, 0);
	OMSetRenderTargets(dt, NULL);

	// ia

	float left = dr.x * 2 / dt.GetWidth() - 1.0f;
	float top = 1.0f - dr.y * 2 / dt.GetHeight();
	float right = dr.z * 2 / dt.GetWidth() - 1.0f;
	float bottom = 1.0f - dr.w * 2 / dt.GetHeight();

	GSVertexPT1 vertices[] =
	{
		{GSVector4(left, top, 0.5f, 1.0f), GSVector2(sr.x, sr.y)},
		{GSVector4(right, top, 0.5f, 1.0f), GSVector2(sr.z, sr.y)},
		{GSVector4(left, bottom, 0.5f, 1.0f), GSVector2(sr.x, sr.w)},
		{GSVector4(right, bottom, 0.5f, 1.0f), GSVector2(sr.z, sr.w)},
	};

	D3D10_BOX box = {0, 0, 0, sizeof(vertices), 1, 1};

	m_dev->UpdateSubresource(m_convert.vb, 0, &box, vertices, 0, 0);

	IASetVertexBuffer(m_convert.vb, sizeof(vertices[0]));
	IASetInputLayout(m_convert.il);
	IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);

	// vs

	VSSetShader(m_convert.vs, NULL);

	// gs

	GSSetShader(NULL);

	// ps

	PSSetShader(ps, ps_cb);
	PSSetSamplerState(linear ? m_convert.ln : m_convert.pt, NULL);
	PSSetShaderResources(st, NULL);

	// rs

	RSSet(dt.GetWidth(), dt.GetHeight());

	//

	DrawPrimitive(countof(vertices));

	//

	EndScene();
}
void RenderSystem::v_Render()
{
	BeginScene();

	m_Triangle.Render(m_pD3D11DeviceContext.Get(), m_Matrix);

	EndScene();
}
void DeviceManDX12::Present()
{
	if (!swapChain) {
		return;
	}
	EndScene();
	swapChain->Present(0, 0);
	BeginScene();
}
Example #10
0
void RenderSystem::v_Render()
{
	BeginScene();

	m_Triangle.Render(m_pD3D11DeviceContext, m_Matrix);

	EndScene();
	m_Sound.Play();
}
Example #11
0
void GSDevice11::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, ID3D11PixelShader* ps, ID3D11Buffer* ps_cb, ID3D11BlendState* bs, bool linear)
{
	BeginScene();

	GSVector2i ds = dt->GetSize();

	// om

	OMSetDepthStencilState(m_convert.dss, 0);
	OMSetBlendState(bs, 0);
	OMSetRenderTargets(dt, NULL);

	// ia

	float left = dr.x * 2 / ds.x - 1.0f;
	float top = 1.0f - dr.y * 2 / ds.y;
	float right = dr.z * 2 / ds.x - 1.0f;
	float bottom = 1.0f - dr.w * 2 / ds.y;

	GSVertexPT1 vertices[] =
	{
		{GSVector4(left, top, 0.5f, 1.0f), GSVector2(sr.x, sr.y)},
		{GSVector4(right, top, 0.5f, 1.0f), GSVector2(sr.z, sr.y)},
		{GSVector4(left, bottom, 0.5f, 1.0f), GSVector2(sr.x, sr.w)},
		{GSVector4(right, bottom, 0.5f, 1.0f), GSVector2(sr.z, sr.w)},
	};

	IASetVertexBuffer(vertices, sizeof(vertices[0]), countof(vertices));
	IASetInputLayout(m_convert.il);
	IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);

	// vs

	VSSetShader(m_convert.vs, NULL);

	// gs

	GSSetShader(NULL);

	// ps

	PSSetShaderResources(st, NULL);
	PSSetSamplerState(linear ? m_convert.ln : m_convert.pt, NULL);
	PSSetShader(ps, ps_cb);

	//

	DrawPrimitive();

	//

	EndScene();

	PSSetShaderResources(NULL, NULL);
}
Example #12
0
		// Renders All objects
		void xSceneManager::RenderAll()
		{
			Clear();
			BeginScene();
			std::for_each(m_SceneNodes.begin(), m_SceneNodes.end(), 
				std::mem_fun(&Impulse::Scene::xSceneNode::Render));
			EndScene();
			Present();
			m_FrameCount++;
			m_TempFrameCount++;
		}
Example #13
0
void DrawScene()
{
	BeginScene(1);
	ImageToScreen(p_bg,0,0);
	DrawImage(p_logo,0,0,0,0,128,0,256,256);
	DrawImageMask(p_logo,0,0,0,0,0/*dx*/,0/*dy*/,128/*dw*/,128/*dh*/,logomask1);
	DrawImageMask(p_logo,0,0,0,0,480-128/*dx*/,272-128/*dy*/,128/*dw*/,128/*dh*/,0x7fffffff);
	DrawImageMask(p_logo,0,0,0,0,0/*dx*/,272-128/*dy*/,128/*dw*/,128/*dh*/,logomask2);
	DrawImageMask(p_logo,0,0,0,0,480-128/*dx*/,0/*dy*/,128/*dw*/,128/*dh*/,logomask2);
	EndScene();
}
// Drawing
void mini3d::OGL20GraphicsService::Draw()
{
	BeginScene();

	mOGLWrapper.GLEnableClientState(GL_VERTEX_ARRAY);
	mOGLWrapper.GLEnableClientState(GL_INDEX_ARRAY);
	mOGLWrapper.GLDrawElements(GL_TRIANGLES, pCurrentIndexBuffer->GetIndexCount(), GL_UNSIGNED_INT, 0);
	mOGLWrapper.GLDisableClientState(GL_VERTEX_ARRAY);
	mOGLWrapper.GLDisableClientState(GL_INDEX_ARRAY);

}
Example #15
0
void GSDevice11::SetupDATE(GSTexture* rt, GSTexture* ds, const GSVertexPT1 (&iaVertices)[4], bool datm)
{
	const GSVector2i& size = rt->GetSize();

	if(GSTexture* t = CreateRenderTarget(size.x, size.y, rt->IsMSAA()))
	{
		// sfex3 (after the capcom logo), vf4 (first menu fading in), ffxii shadows, rumble roses shadows, persona4 shadows

		BeginScene();

		ClearStencil(ds, 0);

		// om

		OMSetDepthStencilState(m_date.dss, 1);
		OMSetBlendState(m_date.bs, 0);
		OMSetRenderTargets(t, ds);

		// ia

		IASetVertexBuffer(iaVertices, sizeof(iaVertices[0]), countof(iaVertices));
		IASetInputLayout(m_convert.il);
		IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);

		// vs

		VSSetShader(m_convert.vs, NULL);

		// gs

		GSSetShader(NULL);

		// ps

		GSTexture* rt2 = rt->IsMSAA() ? Resolve(rt) : rt;

		PSSetShaderResources(rt2, NULL);
		PSSetSamplerState(m_convert.pt, NULL);
		PSSetShader(m_convert.ps[datm ? 2 : 3], NULL);

		//

		DrawPrimitive();

		//

		EndScene();

		Recycle(t);

		if(rt2 != rt) Recycle(rt2);
	}
}
Example #16
0
void RenderSystem::v_Render()
{
	BeginScene();

	m_Camera.DetectInput(m_Timer.GetDeltaTime(), GetHwnd());
	m_Matrix.View  =   m_Camera.GetViewMatrix();
	m_Matrix.Proj  =  m_Proj;

	//////////////////////////////////////////////////////////////////
	XMMATRIX objectModel = XMMatrixTranslation(0.0f, -1.0f, 0.0f);
	XMStoreFloat4x4(&m_Matrix.Model, XMMatrixTranspose(objectModel));
	ObjModel.Render(m_pD3D11DeviceContext, m_Matrix.Model, m_Matrix.View, m_Matrix.Proj);

	m_pD3D11DeviceContext->OMSetBlendState(0, 0, 0xffffffff);


	if (m_Camera.GetRightMouseClicked())
		CheckPick();

	for (int i = 0; i != 20; ++i)
	{
		if (!bottleHit[i])
		{
			XMFLOAT4X4 tempModel;
			XMMATRIX  model = XMMatrixTranspose(bottleModel[i]);
			XMStoreFloat4x4(&tempModel, model);
			BottomModel.Render(m_pD3D11DeviceContext, tempModel, m_View, m_Proj);
		}
	}

	WCHAR scoreInfo[255];
	swprintf(scoreInfo, L"Score: %d ", score);
	m_Font.drawText(m_pD3D11DeviceContext.Get(), scoreInfo, 22.0f, 10.0f, 100.0f, 0xff0099ff);

	////////////////////////////////////////////////////////

	XMMATRIX sphereWorld = XMMatrixIdentity();
	m_Matrix.View._14 = 0.0f;
	m_Matrix.View._24 = 0.0f;
	m_Matrix.View._34 = 0.0f;
	m_Matrix.View._41 = 0.0f;
	m_Matrix.View._42 = 0.0f;
	m_Matrix.View._43 = 0.0f;
	XMStoreFloat4x4(&m_Matrix.Model, XMMatrixTranspose(sphereWorld));

	m_Skymap.Render(m_pD3D11DeviceContext.Get(), m_Matrix);

	///////////////////////////////////////////////////////

	DrawFps();

	EndScene();
}
Example #17
0
bool DX11Render::Frame()
{
	bool result = true;
	
	//Clear buffer
	BeginScene(0.5f, 0.5f, 0.5f, 1.0f);

	//present back buffer
	EndScene();

	return result;
}
Example #18
0
void RenderSystem::v_Render()
{

	BeginScene();

	m_Matrix.view = m_Camera.GetViewMatrix();
	m_Grid.Render(m_pD3D11DeviceContext, m_Matrix);

	DrawInfo();

	EndScene();

}
Example #19
0
void DrawScene()
{

	BeginScene(1);
	ImageToScreen(pimage_bg,0,0);

	RenderQuad(pimage_box,0,0,0,0,70,185,1,1,0,maskbox);
	RenderQuad(pimage_box,0,0,0,0,70,5,1,1,0,maskbox);
	DrawImage(pimage_icon[0],0,0,0,0,-20,-37,128,128);
	DrawImage(pimage_icon[1],0,0,0,0,-20,143,128,128);
	ImageToScreen(pimage_text,0,0);

	EndScene();
}
Example #20
0
 // シーン描画開始
 IZ_BOOL CGraphicsDevice::BeginScene(
     IZ_DWORD nClearFlags,
     IZ_COLOR nClearColor/*= 0*/,
     IZ_FLOAT fClearZ/*= 1.0f*/,
     IZ_DWORD nClearStencil/*= 0*/)
 {
     return BeginScene(
             IZ_NULL, 0,
             IZ_NULL,
             nClearFlags,
             nClearColor,
             fClearZ,
             nClearStencil);
 }
Example #21
0
void CGSH_Direct3D9::PresentBackbuffer()
{
	if(!m_device.IsEmpty())
	{
		HRESULT result = S_OK;

		EndScene();
		if(TestDevice())
		{
			result = m_device->Present(NULL, NULL, NULL, NULL);
			assert(SUCCEEDED(result));
		}
		BeginScene();
	}
}
Example #22
0
void DrawScene()
{

	BeginScene(1);
	ImageToScreen(pimage_bg,0,0);

	//RenderQuad(pimage_box,0,0,0,0,70,185,1,1,0,maskbox);
	//RenderQuad(pimage_box,0,0,0,0,70,5,1,1,0,maskbox);
	//DrawImage(pimage_icon[0],0,0,0,0,-20,-37,128,128);
	//DrawImage(pimage_icon[1],0,0,0,0,-20,143,128,128);
	ImageToScreen(pimage_text,0,0);
	//DrawEllipse(50,50,11,21,0xff0000ff,DISPLAY_PIXEL_FORMAT_8888);
	DrawEllipse(50,50,10,20,0xff0000ff,DISPLAY_PIXEL_FORMAT_8888);
	DrawEllipse(50,50,9,19,0x3f0000ff,DISPLAY_PIXEL_FORMAT_8888);
	EndScene();
}
Example #23
0
	void RenderSystem::v_Render()
	{

		static float rot = 0.0f;
		rot +=  m_Timer.GetDeltaTime();

		BeginScene();

		m_Matrix.view = m_Camera.GetViewMatrix();
		m_Hill.Render(m_pD3D11DeviceContext, m_Matrix, &m_Timer);

		DrawInfo();

		EndScene();

	}
Example #24
0
 // シーン描画開始
 IZ_BOOL CGraphicsDevice::BeginScene(
     CRenderTarget** pRT,
     IZ_UINT nCount,
     IZ_DWORD nClearFlags,
     IZ_COLOR nClearColor/*= 0*/,
     IZ_FLOAT fClearZ/*= 1.0f*/,
     IZ_DWORD nClearStencil/*= 0*/)
 {
     return BeginScene(
             pRT, nCount,
             IZ_NULL,
             nClearFlags,
             nClearColor,
             fClearZ,
             nClearStencil);
 }
Example #25
0
void CGSH_Direct3D9::CreateDevice()
{
	auto presentParams = CreatePresentParams();
	HRESULT result = S_OK;
	result = m_d3d->CreateDevice(D3DADAPTER_DEFAULT,
						D3DDEVTYPE_HAL,
						m_outputWnd->m_hWnd,
						D3DCREATE_SOFTWARE_VERTEXPROCESSING,
						&presentParams,
						&m_device);
	assert(SUCCEEDED(result));

	OnDeviceReset();

	m_sceneBegun = false;
	BeginScene();
}
Example #26
0
bool RenderCore::Render()
{
	HighResolutionTimer timer;
	timer.Start();

	BeginScene(0.0f, 0.125f, 0.3f, 1.0f);	
	
	// Scene::UpdateVertexBuffer allows us to position the Scene
	if (!g_Scene->UpdateVertexBuffer(0, 0, 1280, 720)) { //  || !g_Scene2->UpdateVertexBuffer(100, 100, 640, 360)) {	
		DebugOut("Scene::UpdateVertexBuffer failed!\n");
		return false;
	}	 
	
	// Get Desktop Duplication frame
	if (g_DesktopDuplication->GetFrame()) { // && g_DesktopDuplication2->GetFrame()) {
		// Render Desktop Duplication frame onto our Scene
		g_Scene->Render(g_DesktopDuplication->GetTexture(), m_WorldMatrix, m_OrthoMatrix);
		//g_Scene2->Render(g_DesktopDuplication2->GetTexture(), m_WorldMatrix, m_OrthoMatrix);

		g_MFEncoder->WriteFrame(g_DesktopDuplication->GetTexture());
		
		g_DesktopDuplication->FinishFrame();
		//g_DesktopDuplication2->FinishFrame();
	}
	
	// limit frame rate
	double frameTime = timer.AsMilliseconds();
	while (frameTime < (MAX_FRAME_TIME)) {
		frameTime += 0.001f;
	}
	DebugOut("frame time: %f\n", frameTime);

	EndScene();

	/* const vec3f eyePosition(0.f, 0.f, 0.f);
	const vec3f lookAt(0.f, 0.f, 1.f);
	const vec3f upDir(0.f, 1.f, 0.f);

	DirectX::XMMATRIX viewMatrix = DirectX::XMMatrixLookAtLH(   DirectX::XMLoadFloat3((const DirectX::XMFLOAT3 *)&eyePosition),
	DirectX::XMLoadFloat3((const DirectX::XMFLOAT3 *)&lookAt),
	DirectX::XMLoadFloat3((const DirectX::XMFLOAT3 *)&upDir)); */		
	
	//ZBufferState(1);

	return true;
};
Example #27
0
void RenderSystem::v_Render()
{
	BeginScene();

	UpdateScene();
	m_Matrix.view = m_Camera.GetViewMatrix();

	XMMATRIX Model     = XMMatrixTranslation(-1.5f, 0.0f, 0.0f);
	XMStoreFloat4x4(&m_Matrix.model, XMMatrixTranspose(Model));

	m_LightShader.Render(m_pD3D11DeviceContext.Get(), m_Matrix);
	m_Cube.Render(m_pD3D11DeviceContext.Get());

	Model     = XMMatrixTranslation(1.5f, 0.0f, 0.0f);
	XMStoreFloat4x4(&m_Matrix.model, XMMatrixTranspose(Model));
	m_AlphaShader.Render(m_pD3D11DeviceContext.Get(), m_Matrix);
	m_Cube.Render(m_pD3D11DeviceContext.Get());

	EndScene();
}
Example #28
0
void RenderSystem::v_Render()
{

	BeginScene();
	TurnOnAlphaBlending();

	static float t = 0.0f;
	static ULONGLONG timeStart = 0;
	ULONGLONG timeCur = GetTickCount64();
	if ( timeStart==0 )
		timeStart = timeCur;

	t = ( timeCur-timeStart ) / 1000.0f;

	XMMATRIX Model     = XMMatrixRotationY(t);
	XMStoreFloat4x4(&m_Matrix.model, XMMatrixTranspose(Model));

	m_Cube.Render(m_pD3D11DeviceContext.Get(), m_Matrix);

	TurnOffAlphaBlending();
	EndScene();
}
Example #29
0
bool D3D10Renderer::Render()
{
	D3DXMATRIX viewMatrix;
	BeginScene(0.1f, 0.1f, 0.1f, 1.0f);
	m_camera->Render();
	m_camera->GetViewMatrix(viewMatrix);
	std::set<IntrusivePtr<Entity> > entitySet = m_scene->GetEntitySet();
	Entity* ent = 0;
	POSITION modelPosition;
	DX10Model* model;
	for(std::set<IntrusivePtr<Entity> > ::const_iterator it = entitySet.begin(); it != entitySet.end(); ++it) 
	{
		ent = it->GetPtr();
		modelPosition = ent->GetPosition();
		D3DXMatrixTranslation(&m_worldMatrix, modelPosition.x, modelPosition.y, modelPosition.z);
		model = m_modelFactory->GetModelByName(ent->GetName());
		model->Render(m_device);
		m_colorShader->Render(m_device, model->GetIndexCount(), m_worldMatrix, viewMatrix, m_projectionMatrix);
	}
	EndScene();
	return true;
}
Example #30
0
void RenderSystem::v_Render()
{
	BeginScene();

	m_Camera.DetectInput(m_Timer.GetDeltaTime(), GetHwnd());
	m_Matrix.View  =   m_Camera.GetViewMatrix();
	m_Matrix.Proj  =  m_Proj;

	//////////////////////////////////////////////////////////////////
	XMMATRIX objectModel = XMMatrixTranslation(0.0f, -1.0f, 0.0f);
	XMStoreFloat4x4(&m_Matrix.Model, XMMatrixTranspose(objectModel));
	ObjModel.Render(m_pD3D11DeviceContext, m_Matrix.Model, m_Matrix.View, m_Matrix.Proj);


	XMMATRIX Scale = XMMatrixScaling(0.1f, 0.1f, 0.1f);
	XMStoreFloat4x4(&m_Model, XMMatrixTranspose(Scale) );
	md5Model.Render(m_pD3D11DeviceContext, m_Model, m_Matrix.View, m_Matrix.Proj);

	////////////////////////////////////////////////////////

	XMMATRIX sphereWorld = XMMatrixIdentity();
	m_Matrix.View._14 = 0.0f;
	m_Matrix.View._24 = 0.0f;
	m_Matrix.View._34 = 0.0f;
	m_Matrix.View._41 = 0.0f;
	m_Matrix.View._42 = 0.0f;
	m_Matrix.View._43 = 0.0f;
	XMStoreFloat4x4(&m_Matrix.Model, XMMatrixTranspose(sphereWorld));

	m_Skymap.Render(m_pD3D11DeviceContext.Get(), m_Matrix);

	///////////////////////////////////////////////////////

	DrawFps();

	EndScene();
}