Direct3D8
Direct3DDevice8
VertexBuffer
IndexBuffer
CUSTOMVERTEX Structure (2D, 3D)
CUSTOMVERTEX Macro (2D, 3D)
ImageSurface
Texture
Cursor
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Three Coordinates ( Local, World, View)
Projection
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Before Rendering , don’t forget to set the VertexShader, Stream and Texture
DrawPrimitive
DrawPrimitive(UP) (This will reset the zero stream)
Don’t forget to SetTexture and SetStreamSource to NULL
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CameraX, CameraY and CameraZ are the camera coordinates in the world space. when moving forward the camera( in the world space),the three value is changing like this:
CameraX += coefficient * sinf(rotY);
CameraY += coefficient * sinf(-rotX);
CameraZ += coefficient * cosf(rotX)*cosf(rotY);
CameraZ += coefficient * cosf(rotX)*cosf(rotY);