475 :
デフォルトの名無しさん:
質問です。
↓を実行すると 飛行機がどんどん白くなってしまうんですがどうすればいいんでしょう?
HRESULTnbsp;MyApp::Render()
{
nbsp;nbsp;nbsp;nbsp;m_pd3dDevice->Clear(0,nbsp;NULL,nbsp;D3DCLEAR_TARGETnbsp;|nbsp;D3DCLEAR_ZBUFFER,
nbsp;nbsp;nbsp;nbsp;nbsp;nbsp;nbsp;nbsp;0x0000007f,nbsp;1.0f,nbsp;0);
nbsp;nbsp;nbsp;nbsp;m_pd3dDevice->BeginScene();
nbsp;nbsp;nbsp;nbsp;D3DXMATRIXnbsp;mat,nbsp;mat2;
nbsp;nbsp;nbsp;nbsp;staticnbsp;floatnbsp;fnbsp;=nbsp;1.0f;
nbsp;nbsp;nbsp;nbsp;{nbsp;nbsp;nbsp;//nbsp;nbsp;Fighternbsp;Section
nbsp;nbsp;nbsp;nbsp;nbsp;nbsp;nbsp;nbsp;D3DXMatrixScaling(&mat,nbsp;f,nbsp;f,nbsp;f);
nbsp;nbsp;nbsp;nbsp;nbsp;nbsp;nbsp;nbsp;fnbsp;-=nbsp;0.001f;
nbsp;nbsp;nbsp;nbsp;nbsp;nbsp;nbsp;nbsp;ifnbsp;(fnbsp;<nbsp;0.0f)nbsp;fnbsp;=nbsp;1.0f;
nbsp;nbsp;nbsp;nbsp;nbsp;nbsp;nbsp;nbsp;m_pd3dDevice->SetTransform(D3DTS_WORLD,nbsp;&mat);nbsp;
nbsp;nbsp;nbsp;nbsp;nbsp;nbsp;nbsp;nbsp;
nbsp;nbsp;nbsp;nbsp;nbsp;nbsp;nbsp;nbsp;pFighter.Render();nbsp;//nbsp;Xファイルの描画です。
nbsp;nbsp;nbsp;nbsp;}
nbsp;nbsp;nbsp;nbsp;Sleep(1);
nbsp;nbsp;nbsp;nbsp;m_pd3dDevice->EndScene();
nbsp;nbsp;nbsp;nbsp;returnnbsp;S_OK;
}
ちなみに当てている照明は、
D3DLIGHT8 light;
light.Type = D3DLIGHT_DIRECTIONAL;
light.Diffuse.r = light.Diffuse.g = light.Diffuse.b = 1.0f;
light.Specular.r = light.Specular.g = light.Specular.b = 0.0f;
light.Ambient.r = light.Ambient.g = light.Ambient.b = 0.3f;
light.Position = D3DXVECTOR3(0.0f, 0.0f, 0.0f);
D3DXVec3Normalize((D3DXVECTOR3 *) &light.Direction, &D3DXVECTOR3(0.3f, -1.0f, 1.0f));
light.Attenuation0 = light.Attenuation1 = light.Attenuation2 = 0.0f;
light.Range = sqrtf(FLT_MAX);
だけです。
476 :
デフォルトの名無しさん:2001/04/26(木) 02:54
失敗したのでもう一度(^^;;;
質問です。
↓を実行すると 飛行機がどんどん白くなってしまうんですがどうすればいいんでしょう?
HRESULT MyApp::Render()
{
m_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
0x0000007f, 1.0f, 0);
m_pd3dDevice->BeginScene();
D3DXMATRIX mat, mat2;
static float f = 1.0f;
{ // Fighter Section
D3DXMatrixScaling(&mat, f, f, f);
f -= 0.001f;
if (f < 0.0f) f = 1.0f;
m_pd3dDevice->SetTransform(D3DTS_WORLD, &mat);
pFighter.Render(); // Xファイルの描画です。
}
Sleep(1);
m_pd3dDevice->EndScene();
return S_OK;
}
ちなみに当てている照明は、
D3DLIGHT8 light;
light.Type = D3DLIGHT_DIRECTIONAL;
light.Diffuse.r = light.Diffuse.g = light.Diffuse.b = 1.0f;
light.Specular.r = light.Specular.g = light.Specular.b = 0.0f;
light.Ambient.r = light.Ambient.g = light.Ambient.b = 0.3f;
light.Position = D3DXVECTOR3(0.0f, 0.0f, 0.0f);
D3DXVec3Normalize((D3DXVECTOR3 *) &light.Direction, &D3DXVECTOR3(0.3f, -1.0f, 1.0f));
light.Attenuation0 = light.Attenuation1 = light.Attenuation2 = 0.0f;
light.Range = sqrtf(FLT_MAX);
だけです。