void Render() { if(g_pD3DDevice==NULL) return; //Clear the back buffer to a black color g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); //Begin the scene g_pD3DDevice->BeginScene(); SetupRotation(); SetupCamera(); SetupPerspective(); //Rendering triangles int triCount=0; g_pD3DDevice->SetStreamSource(0, g_pVertexBuffer, 0, sizeof(CUSTOMVERTEX)); g_pD3DDevice->SetFVF(D3DFVF_CUSTOMVERTEX); triCount+=g_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1); char msg[256]; sprintf(msg, "每桢渲染的三角形数:%d", triCount); g_pFont->DrawText(msg, 5, 5, D3DCOLOR_XRGB(0, 255, 0)); //End the scene g_pD3DDevice->EndScene(); //Flip g_pD3DDevice->Present(NULL, NULL, NULL, NULL); }
void CFuncPlatRot::Spawn( void ) { CFuncPlat::Spawn(); SetupRotation(); }