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Drawing a sphere: Matrices 2nd Ed

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Greetings, gentlemen. I've got another problem with a view matrix. I figured the code for sphere, but i'm unable to view it. Actually, i don't even know if this code outputs anything, im just trying to get an algorithm for outputting the Sphere and since here i tried to use normals it's difficult to view anything. So i would be thankful for any information on how to output the inside of the vertex buffer.
HRESULT InitGeometry()
{
	const FLOAT drho = D3DX_PI/49.0f;
	const FLOAT dtheta = 2.0f*D3DX_PI/49.0f;
	int i,j, k = 0;
	FLOAT rho, theta;
	CUSTOMVERTEX g_Vertices[5000];
	MyCVector tv1, tv2, tv3, nV = {0,0,0};
    if( FAILED( g_pd3dDevice->CreateVertexBuffer( 5000*sizeof(CUSTOMVERTEX),
                                                  0, D3DFVF_CUSTOMVERTEX,
                                                  D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )
    {
        return E_FAIL;
    }
    VOID* pVertices;
    if( FAILED( g_pVB->Lock( 0, 5000*sizeof(CUSTOMVERTEX), (void**)&pVertices, 0 )))
        return E_FAIL;
	
	for(i = 0; i < 48; i++)
	{
		rho = i*drho;
	for(j = 0; j < 49; j++)
	{
		theta = j*dtheta;
	tv1.x = sinf(theta)*sinf(rho);
	tv1.y = cosf(theta)*sinf(rho);
	tv1.z = cosf(rho);
	
	tv2.x = -sinf(theta)*sinf(rho+drho);
	tv2.y = cosf(theta)*sinf(rho+drho);
	tv2.z = cosf(rho+drho);

	tv3.x = -sinf((j+1)*dtheta)*sinf(rho);
	tv3.y = cosf((j+1)*dtheta)*sinf(rho);
	tv3.z = cosf(rho);
	CalcNormals(tv1, tv2, tv3, nV);
	if(!i)
	{
		g_Vertices[k].x = tv1.x;
		g_Vertices[k].y = tv1.y;
		g_Vertices[k].z = tv1.z;
		g_Vertices[k].nX = nV.x;
		g_Vertices[k].nY = nV.y;
		g_Vertices[k].nZ = nV.z;
		g_Vertices[k].color = D3DCOLOR_XRGB(0, 0, 255);
		g_Vertices[k].u = j/49.0f;
		g_Vertices[k].v = i/49.0f;
		k++;
		g_Vertices[k].x = tv2.x;
		g_Vertices[k].y = tv2.y;
		g_Vertices[k].z = tv2.z;
		g_Vertices[k].nX = nV.x;
		g_Vertices[k].nY = nV.y;
		g_Vertices[k].nZ = nV.z;
		g_Vertices[k].color = D3DCOLOR_XRGB(0, 0, 255);
		g_Vertices[k].u = j/49.0f;
		g_Vertices[k].v = (i+1)/49.0f;
		k++;
	}
	g_Vertices[k].x = tv3.x;
	g_Vertices[k].y = tv3.y;
	g_Vertices[k].z = tv3.z;
	g_Vertices[k].nX = nV.x;
	g_Vertices[k].nY = nV.y;
	g_Vertices[k].nZ = nV.z;
	g_Vertices[k].color = D3DCOLOR_XRGB(0, 0, 255);
	g_Vertices[k].u = (j+1)/49.0f;
	g_Vertices[k].v = i/49.0f;
	k++;
tv1.x = -sinf((j+1)*dtheta)*sinf((i+1)*drho);
tv1.y = cosf((j+1)*dtheta)*sinf((i+1)*drho);
tv1.z = cosf((i+1)*drho);
tv2.x = -sinf(theta)*sinf((i+1)*drho+drho);
tv2.y = cosf(theta)*sinf((i+1)*drho+drho);
tv2.z = cosf((i+1)*drho + drho);
tv3.x = -sinf((j+1)*dtheta)*sinf(i*drho+drho);
tv3.y = cosf((j+1)*dtheta)*sinf(i*drho+drho);
tv3.z = cosf(i+drho+drho);
CalcNormals(tv1, tv2, tv3, nV);
g_Vertices[k].x = tv1.x;
g_Vertices[k].y = tv1.y;
g_Vertices[k].z = tv1.z;	
g_Vertices[k].nX = nV.x;
g_Vertices[k].nY = nV.y;
g_Vertices[k].nZ = nV.z;
g_Vertices[k].color = D3DCOLOR_XRGB(0, 0, 255); 
g_Vertices[k].u = (j+1)/49.0f;
g_Vertices[k].v = (i+1)/49.0f;
k++;
}
}
    memcpy( pVertices, g_Vertices, sizeof(g_Vertices) );
    g_pVB->Unlock();

    return S_OK;
}
VOID Render()
{
    g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.0f, 0 );

    if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
    {
       
        SetupMatrices();
        g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
        g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
        g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 5000 - 2);

        g_pd3dDevice->EndScene();
    }

    g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}



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I almost figured it, but now i need to set the world matrix, guess. And if i change the coordinates to XYZRHW, the sphere appears, it just that i can't move it in the middle of the screen. And of course i can't even make it appear if i got XYZ|NORMAL. Thanx.


//-----------------------------------------------------------------------------
#include <Windows.h>
#include <mmsystem.h>
#include <d3dx9.h>
#include <math.h>
#include <fstream.h>
ofstream out("out.txt");
//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
LPDIRECT3D9 g_pD3D = NULL;
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;
struct CUSTOMVERTEX
{
FLOAT x, y, z;
FLOAT u,v,nX,nY,nZ;
DWORD color;
};
/*struct CUSTOMVERTEX
{
FLOAT x, y, z, rhw;
DWORD color;
};*/

struct MyCVector
{
FLOAT x,y,z;
};
//#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_NORMAL|D3DFVF_TEX1)
//#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE)
void CalcNormals(const MyCVector v1,const MyCVector v2,
const MyCVector v3, MyCVector eV)
{
FLOAT nx, ny, nz, ss;
nx = (v1.x + v2.x + v3.x)/3;
ny = (v1.y + v2.y + v3.y)/3;
nz = (v1.z + v2.z + v3.z)/3;
ss = sqrtf(nx*nx+ny*ny+nz*nz);
eV.x = nx/ss; eV.y = ny/ss; eV.z = nz/ss;
return;
}
//-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc: Initializes Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;

D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;

// Create the D3DDevice
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
}

// Turn off culling, so we see the front and back of the triangle
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );

// Turn off D3D lighting, since we are providing our own vertex colors
// g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );

return S_OK;
}




//-----------------------------------------------------------------------------
// Name: InitGeometry()
// Desc: Creates the scene geometry
//-----------------------------------------------------------------------------
HRESULT InitGeometry()
{
const FLOAT drho = D3DX_PI/49.0f;
const FLOAT dtheta = 2.0f*D3DX_PI/49.0f;
int i,j, k = 0;
FLOAT rho, theta;
CUSTOMVERTEX g_Vertices[5000];
MyCVector tv1, tv2, tv3, nV = {0,0,0};
if( FAILED( g_pd3dDevice->CreateVertexBuffer( 5000*sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )
{
return E_FAIL;
}
VOID* pVertices;
if( FAILED( g_pVB->Lock( 0, 5000*sizeof(CUSTOMVERTEX), (void**)&pVertices, 0 )))
return E_FAIL;

for(i = 0; i < 48; i++)
{
rho = i*drho;
for(j = 0; j < 49; j++)
{
theta = j*dtheta;
tv1.x = sinf(theta)*sinf(rho);
tv1.y = cosf(theta)*sinf(rho);
tv1.z = cosf(rho);

tv2.x = -sinf(theta)*sinf(rho+drho);
tv2.y = cosf(theta)*sinf(rho+drho);
tv2.z = cosf(rho+drho);

tv3.x = -sinf((j+1)*dtheta)*sinf(rho);
tv3.y = cosf((j+1)*dtheta)*sinf(rho);
tv3.z = cosf(rho);
CalcNormals(tv1, tv2, tv3, nV);
if(!i)
{
out<<(g_Vertices[k].x = tv1.x*10)<<endl;
out<<(g_Vertices[k].y = tv1.y*10)<<endl;
out<<(g_Vertices[k].z = tv1.z*10)<<endl;
// g_Vertices[k].rhw = 1.0f;
g_Vertices[k].nX = nV.x;
g_Vertices[k].nY = nV.y;
g_Vertices[k].nZ = nV.z;
g_Vertices[k].color = D3DCOLOR_XRGB(0, 0, 255);
g_Vertices[k].u = j/49.0f;
g_Vertices[k].v = i/49.0f;
k++;
out<<(g_Vertices[k].x = tv2.x*10)<<endl;
out<<(g_Vertices[k].y = tv2.y*10)<<endl;
out<<(g_Vertices[k].z = tv2.z*10)<<endl;
// g_Vertices[k].rhw = 1.0f;
g_Vertices[k].nX = nV.x;
g_Vertices[k].nY = nV.y;
g_Vertices[k].nZ = nV.z;
g_Vertices[k].color = D3DCOLOR_XRGB(0, 0, 255);
g_Vertices[k].u = j/49.0f;
g_Vertices[k].v = (i+1)/49.0f;
k++;
}
g_Vertices[k].x = tv3.x*10;
g_Vertices[k].y = tv3.y*10;
g_Vertices[k].z = tv3.z*10;
// g_Vertices[k].rhw = 1.0f;
g_Vertices[k].nX = nV.x;
g_Vertices[k].nY = nV.y;
g_Vertices[k].nZ = nV.z;
g_Vertices[k].color = D3DCOLOR_XRGB(0, 0, 255);
g_Vertices[k].u = (j+1)/49.0f;
g_Vertices[k].v = i/49.0f;
k++;
tv1.x = -sinf((j+1)*dtheta)*sinf((i+1)*drho);
tv1.y = cosf((j+1)*dtheta)*sinf((i+1)*drho);
tv1.z = cosf((i+1)*drho);
tv2.x = -sinf(theta)*sinf((i+1)*drho+drho);
tv2.y = cosf(theta)*sinf((i+1)*drho+drho);
tv2.z = cosf((i+1)*drho + drho);
tv3.x = -sinf((j+1)*dtheta)*sinf(i*drho+drho);
tv3.y = cosf((j+1)*dtheta)*sinf(i*drho+drho);
tv3.z = cosf(i+drho+drho);
CalcNormals(tv1, tv2, tv3, nV);
g_Vertices[k].x = tv1.x*10;
g_Vertices[k].y = tv1.y*10;
g_Vertices[k].z = tv1.z*10;
//g_Vertices[k].rhw = 1.0f;
g_Vertices[k].nX = nV.x;
g_Vertices[k].nY = nV.y;
g_Vertices[k].nZ = nV.z;
g_Vertices[k].color = D3DCOLOR_XRGB(0, 0, 255);
g_Vertices[k].u = (j+1)/49.0f;
g_Vertices[k].v = (i+1)/49.0f;
k++;
}
}
memcpy( pVertices, g_Vertices, sizeof(g_Vertices) );
g_pVB->Unlock();

return S_OK;
}

//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//-----------------------------------------------------------------------------
VOID Cleanup()
{
if( g_pVB != NULL )
g_pVB->Release();

if( g_pd3dDevice != NULL )
g_pd3dDevice->Release();

if( g_pD3D != NULL )
g_pD3D->Release();
}



//-----------------------------------------------------------------------------
// Name: SetupMatrices()
// Desc: Sets up the world, view, and projection transform matrices.
//-----------------------------------------------------------------------------
VOID SetupMatrices()
{
D3DXMATRIXA16 matWorld;
matWorld(0,0)

g_pd3dDevice->SetTransform( D3DTS_VIEW, &matWorld );
D3DXVECTOR3 vEyePt( 0.0f, 0.0f,-2.50f );
D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
D3DXMATRIXA16 matView;
D3DXMatrixLookAtRH( &matView, &vEyePt, &vLookatPt, &vUpVec );
g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
//
D3DXMATRIXA16 matProj;
FLOAT h = (cosf(1.0f/2.0f)/sinf(1.0f/2.0f));
FLOAT w = 1 * h;
FLOAT Q = 5.0f / (5.0f - 1.0f);
ZeroMemory(matProj, sizeof(matProj));
matProj(0,0) = 1*h;
matProj(1,1) = h;
matProj(2,2) = Q;
matProj(2,3) = 1.0f;
matProj(3,2) = -Q;
g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &matProj);
}



//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render()
{
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.0f, 0 );

if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{

SetupMatrices();
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 5000 - 2);

g_pd3dDevice->EndScene();
}

g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}




//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: The window's message handler
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
switch( msg )
{
case WM_DESTROY:
Cleanup();
PostQuitMessage( 0 );
return 0;
}

return DefWindowProc( hWnd, msg, wParam, lParam );
}




//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
"D3D", NULL };
RegisterClassEx( &wc );

HWND hWnd = CreateWindow( "D3D", "D_3_D",
WS_OVERLAPPEDWINDOW, 100, 100, 256, 256,
GetDesktopWindow(), NULL, wc.hInstance, NULL );

if( SUCCEEDED( InitD3D( hWnd ) ) )
{
if( SUCCEEDED( InitGeometry() ) )
{
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );

MSG msg;
ZeroMemory( &msg, sizeof(msg) );
while( msg.message!=WM_QUIT )
{
if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
Render();
}
}
}

UnregisterClass( "D3D", wc.hInstance );
return 0;
}

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