//_
// \_ 逆时针
D3DXVECTOR3 Quad[4] ={
D3DXVECTOR3(-1.0f, -1.0f, 2),
D3DXVECTOR3(1.0f, -1.0f, 2),
D3DXVECTOR3(-1.0f, 1.0f, 2),
D3DXVECTOR3(1.0f, 1.0f, 2)
};
//*/
//Z 顺时针
D3DXVECTOR3 Quad[4] ={
D3DXVECTOR3(-1.0f, 1.0f, 2),
D3DXVECTOR3(1.0f, 1.0f, 2),
D3DXVECTOR3(-1.0f, -1.0f, 2),
D3DXVECTOR3(1.0f, -1.0f, 2)
};
用STRIP渲染有两种构造。如上。这个关系到剔除的问题。