This question is in continuation of "why D3DXCreateCylinder is not creating a cylinder? https://stackoverflow.com/questions/5583646/why-d3dxcreatecylinder-is-not-creating-a-cylinder". I m able to draw the cylinder but it is only drawing it as .
代码如下
void draw_Cylinder(void){
D3DXMATRIX rot_matrix;
D3DXMATRIX trans_matrix;
D3DXMATRIX world_matrix;
static float rot_triangle=0.0f;
static float rot_triangle2=0.0f;
D3DXMatrixRotationY(&rot_matrix,rot_triangle); //Rotate the cylinder
D3DXMatrixRotationX(&rot_matrix,rot_triangle2); //Rotate the cylinder
D3DXMatrixTranslation(&trans_matrix,2.0f,0,20.0f); //Shift it 2 units to the left
D3DXMatrixMultiply(&world_matrix,&rot_matrix,&trans_matrix);
D3DMATERIAL9 material;// = new D3DMATERIAL9();
ZeroMemory( &material, sizeof(D3DMATERIAL9) );
// Set the RGBA for diffuse reflection.
material.Diffuse.r = 0.5f;
material.Diffuse.g = 0.0f;
material.Diffuse.b = 0.5f;
material.Diffuse.a = 1.0f;
// Set the RGBA for ambient reflection.
material.Ambient.r = 0.5f;
material.Ambient.g = 0.0f;
material.Ambient.b = 0.5f;
material.Ambient.a = 1.0f;
// Set the color and sharpness of specular highlights.
material.Specular.r = 1.0f;
material.Specular.g = 1.0f;
material.Specular.b = 1.0f;
material.Specular.a = 1.0f;
material.Power = 2.0f;
// Set the RGBA for emissive color.
material.Emissive.r = 0.0f;
material.Emissive.g = 0.0f;
material.Emissive.b = 0.0f;
material.Emissive.a = 0.0f;
g_d3d_device->SetMaterial(&material);
g_d3d_device->SetTexture(0,NULL);
g_d3d_device->SetTransform(D3DTS_WORLD,&world_matrix);
m_ppMeshCylinder->DrawSubset(0);
////Render from our Vertex Buffer
//g_d3d_device->DrawPrimitive(D3DPT_TRIANGLELIST, //PrimitiveType
// 0, //StartVertex
// g_pyramid_count); //PrimitiveCount
rot_triangle+=0.0007f;
if(rot_triangle > D3DX_PI*2)
{
rot_triangle-=D3DX_PI*2;
}
rot_triangle2+=0.0007f;
if(rot_triangle2 > D3DX_PI*2)
{
rot_triangle2-=D3DX_PI*2;
}
}
或下载项目。
我在这里吸引了我的代码””
我想用 3D 阴影来绘制它,如果默认渲染的话,通常任何 3D 网格都会有这种阴影。
我对材料不太了解。或者是显卡的问题(我只是想:D)。
另外我在哪里可以获得abt的信息和样品SetRenderState
Try
g_d3d_device->SetRenderState( D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL );
目前,它默认使用“颜色 1”,这是 2 种可能的顶点颜色中的第一种。
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