显卡渲染时,要先擦后画
void CD3DInit::Render()
{
if(NULL == g_pD3DDevice)
return;
//--将填充后台缓冲区置为黑色
g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
D3DCOLOR_XRGB(0,0,0),1.0f,0);
g_pD3DDevice->BeginScene(); //--开始通知显卡要进行渲染
//SetItem();
g_Texture->Render();
g_pD3DDevice->EndScene(); //--结束图形的渲染
g_pD3DDevice->Present(NULL, NULL, NULL, NULL);//--翻页
}
D3D初始化的时候判断要用SUCCEEDED
if (SUCCEEDED(this->InitD3D(hWnd)))
{
//do something
}
物体绕指定轴旋转
void CTexture::setupRotation()
{
D3DXMATRIX matWorld, matTrans, matTrans1;
D3DXMatrixTranslation(&matTrans, 0,0, 3.0f);
D3DXMatrixRotationY(&matWorld, timeGetTime()/1000.0f);
D3DXMatrixTranslation(&matTrans1, 0,0, 5.0f);
D3DXMatrixMultiply(&matWorld,&matTrans,&matWorld );
D3DXMatrixMultiply(&matWorld,&matWorld,&matTrans1 );
m_pD3DDevice->SetTransform(D3DTS_WORLD, &matWorld);
}
恢复矩阵设置
void CTexture::deafultMatrix()
{
D3DXMATRIX matWorld, matTrans, matTrans1;
D3DXMatrixTranslation(&matTrans, 0,0, 0.0f);
D3DXMatrixRotationY(&matWorld, 0.0f);
D3DXMatrixTranslation(&matTrans1, 0,0, 0.0f);
D3DXMatrixMultiply(&matWorld,&matTrans,&matWorld );
D3DXMatrixMultiply(&matWorld,&matWorld,&matTrans1 );
m_pD3DDevice->SetTransform(D3DTS_WORLD, &matWorld);
}