(Spiele-/Gra...) Srpites ?



  • Hi!
    Ich versuche schon seit ein paar Tagen sprites anzeigen zu lassen.
    Jedoch geht das immer in die Hose. Gibt es ein Beispiel ? Also KEINE Partikelsysteme oder der gleichen. Ich will erstmal ein Sprite auf der Poition 0.0.0 Rendern.. Gibt es sowas ?

    Problem: ich seh nichts!

    Coder der nicht geht:

    IDirect3DVertexBuffer9 *pPSVB;
    IDirect3DTexture9 *pTexture;
    
    struct POINTVERTEX
    {
       D3DVECTOR v;
       D3DCOLOR color;
    };
    #define D3DFVF_POINTVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)
    
    POINTVERTEX vPVertices[1];
    
    void InitPS()
    {
    
        vPVertices[0].v.x = 0.0f;
        vPVertices[0].v.y = 0.0f;
        vPVertices[0].v.z = 0.0f;
        vPVertices[0].color = D3DCOLOR_XRGB(255, 0, 0 );
    
        // Create the vertex buffer.
        if( FAILED( pGraphics->GetDevice()->CreateVertexBuffer( 1*sizeof(POINTVERTEX),
                                                      D3DUSAGE_WRITEONLY | D3DUSAGE_POINTS, D3DFVF_POINTVERTEX,
                                                      D3DPOOL_DEFAULT, &pPSVB, NULL ) ) )
        {
    
        }
        // Fill the vertex buffer.
        VOID* pVertices;
        if( FAILED( pPSVB->Lock( 0, sizeof(vPVertices), (void**)&pVertices, 0 ) ) )
        {
        }
        memcpy( pVertices, vPVertices, sizeof(vPVertices) );
        pPSVB->Unlock();
    
        D3DXCreateTextureFromFile( pGraphics->GetDevice(), "point.jpg" , &pTexture);
    }
    
    void ReleasePS()
    {
        pPSVB->Release();
        pTexture->Release();
    }
    
    inline DWORD FtoDW( float f )
    {
       return *((DWORD*)&f);
    };
    
    void RenderPS()
    {
       pGraphics->GetDevice()->SetRenderState( D3DRS_POINTSPRITEENABLE, true    );
       pGraphics->GetDevice()->SetRenderState( D3DRS_POINTSCALEENABLE, true );
    
       // set states
       //pGraphics->GetDevice()->SetTexture( 0, pTexture);
       pGraphics->GetDevice()->SetRenderState( D3DRS_LIGHTING, false );
       pGraphics->GetDevice()->SetRenderState( D3DRS_ZWRITEENABLE, false );
       pGraphics->GetDevice()->SetRenderState( D3DRS_ALPHABLENDENABLE, true );
    
       pGraphics->GetDevice()->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_INVSRCCOLOR);
       pGraphics->GetDevice()->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCCOLOR);
    
      pGraphics->GetDevice()->SetRenderState( D3DRS_POINTSIZE_MIN, FtoDW(0.00f) );
      pGraphics->GetDevice()->SetRenderState( D3DRS_POINTSCALE_A, FtoDW(0.00f) );
      pGraphics->GetDevice()->SetRenderState( D3DRS_POINTSCALE_B, FtoDW(0.00f) );
      pGraphics->GetDevice()->SetRenderState( D3DRS_POINTSCALE_C, FtoDW(1.00f) );
    
       pGraphics->GetDevice()->SetRenderState( D3DRS_POINTSIZE, FtoDW(1.0f) );
    
       pGraphics->GetDevice()->SetStreamSource( 0, pPSVB, 0, sizeof( POINTVERTEX) );
       pGraphics->GetDevice()->SetFVF( D3DFVF_POINTVERTEX );
    
       /*pPSVB->Lock(0 ,1 * sizeof (POINTVERTEX),(BYTE **) &vPVertices,0);
       pPSVB->Unlock();*/
    
       //pGraphics->GetDevice()->SetTransform(D3DTS_WORLD, &m_matWelt);
       pGraphics->GetDevice()->DrawPrimitive( D3DPT_POINTLIST, 0, 1 );
    
      // deset states
        pGraphics->GetDevice()->SetRenderState( D3DRS_ZWRITEENABLE, true );
        pGraphics->GetDevice()->SetRenderState( D3DRS_ALPHABLENDENABLE, false );
       pGraphics->GetDevice()->SetRenderState( D3DRS_POINTSPRITEENABLE, false    );
       pGraphics->GetDevice()->SetRenderState( D3DRS_POINTSCALEENABLE, false );
       pGraphics->GetDevice()->SetRenderState( D3DRS_LIGHTING, false );
    
    }
    

    Grüsse



  • Hi!
    Sry, Admin! Sollte in die Grafik.programmierung !!
    Kann das jemand bitte dorthin stellen ?


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