VLASTNIVERTEX vrchTrojuhl[] = { {400.0, 180.0, 0.0, 1.0, D3DCOLOR_XRGB(255,0,0)}, {500.0, 380.0, 0.0, 1.0, D3DCOLOR_XRGB(0,255,0)}, {300.0, 380.0, 0.0, 1.0, D3DCOLOR_XRGB(0,0,255)}, }; IDirect3DVertexBuffer9* pVertexBuffer = NULL; HRESULT hVysledek = g_pZarizeniDirect3D->CreateVertexBuffer( 3*sizeof(VLASTNIVERTEX), 0, D3DFVF_XYZRHW | D3DFVF_DIFFUSE, D3DPOOL_DEFAULT, &pVertexBuffer, NULL); if (FAILED(hVysledek)) { DXTRACE_ERR("Chyba při vytv. vertex bufferu.", hVysledek); } VOID* pVrcholy; hVysledek = pVertexBuffer->Lock(0, 0, (viod**)&pVrcholy, 0); if (FAILED(hVysledek)) { DXTRACE_ERR("Chyba při zamyk. vertex bufferu.", hVysledek); } memcpy(pVrcholy, vrchTrojuhl, sizeof(vrchTrojuhl)); pVertexBuffer->Unlock(); g_pZarizeniDirect3D->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.0, 0); g_pZarizeniDirect3D->SetStreamSource(0, pVertexBuffer, 0, sizeof(VLASTNI_VERTEX)); g_pZarizeniDirect3D->SetFVF(D3DFVF_XYZRHW | D3DFVF_DIFFUSE); g_pZarizeniDirect3D->BeginScene(); g_pZarizeniDirect3D->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1); g_pZarizeniDirect3D->EndScene(); g_pZarizeniDirect3D->Present(NULL, NULL, NULL, NULL); if (pVertexbuffer) pVertexBuffer->Release();