//---------------------------------------------------------------------------- Int main(Int argc, Char** argv) { Main::Initialize(); PdrRendererInput input; const Bool useVSync = true; // window width/height and windowed mode not supported on the Wii Renderer* pRenderer = WIRE_NEW Renderer(input, 0, 0, true, useVSync); // Renderer must be created before calling PADInit PADInit(); RenderObjectPtr spCube = StandardMesh::CreateCube8(/* RGB(A) channels */ 4); Vector3F cameraLocation(0.0F, 0.0F, 10.0F); Vector3F viewDirection(0.0F, 0.0F, -1.0F); Vector3F up(0.0F, 1.0F, 0.0F); CameraPtr spCamera = WIRE_NEW Camera(cameraLocation, viewDirection, up); do { Transformation transformation; Matrix34F rotate(Vector3F(0.2F, 0.7F, 0.1F), MathF::FMod( static_cast<Float>(System::GetTime()), MathF::TWO_PI)); transformation.SetRotate(rotate); pRenderer->ClearBuffers(); pRenderer->PreDraw(spCamera); pRenderer->Draw(spCube, transformation); pRenderer->PostDraw(); pRenderer->DisplayBackBuffer(); WPAD_ScanPads(); } while (!(WPAD_ButtonsDown(0) & WPAD_BUTTON_HOME)); // dereference (i.e. destroy) before destroying the renderer spCamera = NULL; spCube = NULL; WIRE_DELETE pRenderer; Main::Terminate(); return 0; }