D3D TriangleStripe 的绘制流程

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	int nVertextCount=8;//8个顶点
	int nVertextTotal=nVertextCount*sizeof(D3DVertexXYZUV1);
	LPDIRECT3DVERTEXBUFFER9 &pVertextBuffer=m_pVertextBuffer;
	HRESULT hr=S_OK;
	if (FAILED(
		hr=pDevice3D->CreateVertexBuffer(
		nVertextTotal,
		0,
		D3DVertexXYZUV1_FVF,
		D3DPOOL_DEFAULT,
		&pVertextBuffer,
		NULL
		)
		))
	{
		return false;
	}
	PD3DVertexXYZUV1 pD3DVertexXYZUV1=NULL;
	if (FAILED(
		hr=pVertextBuffer->Lock(0,nVertextTotal,(void**)&pD3DVertexXYZUV1,0)
		))
	{
		return false;
	}
	float nLength=500.0f;
	float nLengthHard=nLength/2;
	//前面4个顶点
	pD3DVertexXYZUV1[0]=D3DVertexXYZUV1(-nLengthHard,0.0f,nLengthHard,0.0f,1.0f);//左下角
	pD3DVertexXYZUV1[1]=D3DVertexXYZUV1(-nLengthHard,nLengthHard,nLengthHard,0.0f,0.0f);//左上角
	pD3DVertexXYZUV1[2]=D3DVertexXYZUV1(nLengthHard,0.0f,nLengthHard,1.0f,1.0f);//右下角
	pD3DVertexXYZUV1[3]=D3DVertexXYZUV1(nLengthHard,nLengthHard,nLengthHard,1.0f,0.0f);//右上角
	//后面4个顶点
	pD3DVertexXYZUV1[4]=D3DVertexXYZUV1(nLengthHard,0.0f,-nLengthHard,0.0f,1.0f);//左下角
	pD3DVertexXYZUV1[5]=D3DVertexXYZUV1(nLengthHard,nLengthHard,-nLengthHard,0.0f,0.0f);//左上角
	pD3DVertexXYZUV1[6]=D3DVertexXYZUV1(-nLengthHard,0.0f,-nLengthHard,1.0f,1.0f);//右下角
	pD3DVertexXYZUV1[7]=D3DVertexXYZUV1(-nLengthHard,nLengthHard,-nLengthHard,1.0f,0.0f);//右下角
	pVertextBuffer->Unlock();

上面是创建顶点缓存,下面开始绘制

	pDevice->SetRenderState(D3DRS_CULLMODE,D3DCULL_NONE);

	D3DXMATRIX matFloor;
	D3DXMatrixTranslation(&matFloor, 0.0f, 0.0f, 0.0f);
	DWORD nFillMode=0;
	pDevice->GetRenderState(D3DRS_FILLMODE,&nFillMode);
	pDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_WIREFRAME);
	pDevice->SetTransform(D3DTS_WORLD, &matFloor);
	//pDevice->SetTexture(0,m_pTexture);
	pDevice->SetFVF(D3DVertexXYZUV1_FVF);
	pDevice->SetStreamSource(0,m_pVertextBuffer,0,sizeof(D3DVertexXYZUV1));
	pDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP,0,5);


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