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let there be lights

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g_pD3D = Direct3DCreate8( D3D_SDK_VERSION ); g_pD3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddm ); ZeroMemory( &d3dpp, sizeof(d3dpp) d3dpp.Windowed = FALSE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferFormat = d3ddm.Format; d3dpp.BackBufferWidth = windowsheight; d3dpp.BackBufferHeight = windowswidth;. g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING,&d3dpp, &g_pd3dDevice ); g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE ); g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE); ZeroMemory(&Light, sizeof(D3DLIGHT8)); ZeroMemory(&Material, sizeof(D3DMATERIAL8)); Light.Type=D3DLIGHT_POINT; Light.Diffuse.r=1.0f; Light.Diffuse.g=1.0f; Light.Diffuse.b=1.0f; Light.Position=D3DXVECTOR3(0,0,-10); Light.Range=10.0f; g_pd3dDevice->SetLight(0,&Light); g_pd3dDevice->LightEnable(0,TRUE); Material.Diffuse.r=1.0f; Material.Diffuse.g=0.0f; Material.Diffuse.b=0.0f; Material.Diffuse.a=1.0f; Material.Ambient.r=1.0f; Material.Ambient.g=1.0f; Material.Ambient.b=0.0f; Material.Ambient.a=1.0f; g_pd3dDevice->SetMaterial(&Material); g_pd3dDevice->CreateVertexBuffer( 30*sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC, D3DFVF_CUSTOMVERTEX,D3DPOOL_DEFAULT,&g_pVertexBuffer1 ); g_pd3dDevice->CreateVertexBuffer( 30*sizeof(CUSTOMVERTEX),D3DUSAGE_DYNAMIC, D3DFVF_CUSTOMVERTEX,D3DPOOL_DEFAULT, &g_pVertexBuffer2 ); ----------------------------------------- CUSTOMVERTEX g_Vertices[] = { { 0.0f,0.0f, 0.0f,D3DCOLOR_XRGB(0,255,0) }, // x,y,z,color { 1.0f,0.0f, 0.0f,D3DCOLOR_XRGB(0,0,255) }, { 1.0f,1.0f, 0.0f,D3DCOLOR_XRGB(255,255,0) }, { 0.0f,1.0f, 0.0f,D3DCOLOR_XRGB(0,255,0) }, { 0.0f,0.0f, 0.0f,D3DCOLOR_XRGB(255,0,0) }, { 0.0f,0.0f, -1.0f,D3DCOLOR_XRGB(0,0,255) }, // x,y,z,color { 1.0f,0.0f, -1.0f,D3DCOLOR_XRGB(255,255,0) }, { 1.0f,1.0f, -1.0f,D3DCOLOR_XRGB(0,255,255) }, { 0.0f,1.0f, -1.0f,D3DCOLOR_XRGB(255,0,0) }, { 0.0f,0.0f, -1.0f,D3DCOLOR_XRGB(255,255,0) }, }; CUSTOMVERTEX g_Triangeln[] = { { 0.0f,0.0f, 0.0f,D3DCOLOR_XRGB(0,255,0) }, // x,y,z,color { -1.0f,-1.0f, 0.0f,D3DCOLOR_XRGB(0,0,255) }, { 1.0f,-1.0f, 0.0f,D3DCOLOR_XRGB(0,255,0) }, }; ----------------------------------- have i forgotten something here because i got a black screen. and what's up with the normals?, do i have to specify the normal for every single vertices?. thanks in advance Edited by - Funkodysse on November 23, 2001 9:20:13 AM

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