增加变量:
private float angle = 0.0f;
private float viewZ = -5.0f;
修改SetupMatrices方法:
private void SetupMatrices()
{
this.device.Transform.World = Matrix.RotationY(this.angle);
this.device.Transform.View = Matrix.LookAtLH(
new Vector3(0.0f, 3.0f, this.viewZ),
new Vector3(0.0f, 0.0f, 0.0f),
new Vector3(0.0f, 1.0f, 0.0f));
this.device.Transform.Projection = Matrix.PerspectiveFovLH(
(float) Math.PI / 4, 1.0f, 1.0f, 100.0f);
}
程序运行期间,device的两个变换参数要变,因此SetupMatrices方法放入渲染方法中
修改OnResetDevice方法:
public void OnResetDevice(object sender, EventArgs e)
{
/*
* Dev