void Render()
{
g_pD3dDevice->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(45, 50, 170), 1.0f, 0);
if (SUCCEEDED(g_pD3dDevice->BeginScene())) {
SetLight();
g_pD3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX));
g_pD3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
g_pD3dDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2*50-2);
g_pD3dDevice->EndScene();
}
g_pD3dDevice->Present(NULL, NULL, NULL, NULL);
}
设置灯光时 g_pD3dDevice->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(45, 50, 170), 1.0f, 0); 需要清理z 深度缓冲区。