45 lines
1.1 KiB
Plaintext
45 lines
1.1 KiB
Plaintext
|
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();
|
||
|
}
|