Which order should I pass them to dx in order to avoid back culling?
when light casts on them?
They are
10, 10, 10 .. .. 5,0,15---------- 15,0,15 | / \| 5,0,5-------------15,0,5
struct JVERTEX { FLOAT x, y, z; // FLOAT rhw; FLOAT nx, ny, nz; D3DXCOLOR color; FLOAT tu, tv; // Texture coordinates};// Custom flexible vertex format (FVF) describing the custom vertex structure#define D3DFVF_JVERTEX (D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE | D3DFVF_TEX1)void drawPyramid (float x, float y, float z, float height, float width){ JVERTEX v[] = { {10, 10, 10, -ROOT2D2, ROOT2D2, 0, D3DXCOLOR(255,0,255,255), 0, 0, },////?? };
Thanks in advance
Jack
[Edited by - lucky6969b on October 21, 2010 6:51:18 AM]