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