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local presentparams = { Windowed = true, SwapEffect = DX.D3DSWAPEFFECT_DISCARD, BackBufferFormat = DX.D3DFMT_A8R8G8B8, EnableAutoDepthStencil = true, AutoDepthStencilFormat = DX.D3DFMT_D16, BackBufferWidth = 800, BackBufferHeight = 600 }
local dev = Device(presentparams);
//INIT the mesh local mesh = Mesh(dev); local perspective = Matrix(); local view = Matrix(); local world = Matrix(); local eye = Vector3( 0.0, 3.0,-5.0 ); local lookat = Vector3( 0.0, 0.0, 0.0 ); local upVec = Vector3( 0.0, 1.0, 0.0 );
view.CreateLookAtMatrix(eye,lookat,upVec); perspective.CreatePerspectiveFovMatrix(DX.D3DX_PI/4, 640.0/480, 1.0, 100.0)
dev.SetTransform(DX.D3DTS_VIEW,view); dev.SetTransform(DX.D3DTS_PROJECTION,perspective);
dev.SetRenderState(DX.D3DRS_ZENABLE,true); dev.SetRenderState(DX.D3DRS_AMBIENT,0xFFFFFFFF);
//MAIN LOOP local rot = Vector3(0,0,0); while(DX.Update()) { dev.Clear(DX.D3DCLEAR_TARGET|DX.D3DCLEAR_ZBUFFER,0xFF0000FF); dev.BeginScene(); rot.y += 0.1; world.RotateAngles(rot); dev.SetTransform(DX.D3DTS_WORLD,world); mesh.DrawSubset(0); // dev.EndScene(); dev.Present(); }
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