// Aktualizuje macierz przekształceń //------------------------------------------------------------------------------ void UstawMacierz() { D3DXVECTOR3 vEyePt( 0.0f, 3.0f,-5.0f ); D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f ); D3DXVECTOR3 vUpVec( 1.0f, 1.0f, 1.0f ); D3DXMATRIXA16 matView; D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec ); g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView ); D3DXMATRIXA16 matProj; D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 0.75f, 100.0f ); g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj ); } //Obraca trojkacikiem wzdluz osi Y D3DXMatrixRotationY(&matWorld, GetTickCount()/360.0f ); g_pd3dDevice->SetTransform(D3DTS_WORLD,&matWorld); g_pd3dDevice->SetStreamSource(0,g_pVB,0,sizeof(CUSTOMVERTEX)); g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX ); g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST,0,1); g_pd3dDevice->EndScene(); g_pd3dDevice->Present( NULL, NULL, NULL, NULL );