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- bool D3DRender::RenderFlushTris()
- {
- ApplyZBias(m_dwZBias);
- if( status.bUseHW_T_L )
- {
- #define RICE_HW_VERTEX (D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE | D3DFVF_TEX0 )
- HRESULT res = g_pD3DDev->SetFVF( RICE_HW_VERTEX );
- //D3DXMATRIX mat;
- //D3DXMatrixIdentity(&mat);
- //g_pD3DDev->SetTransform( D3DTS_WORLD, &mat );
- //g_pD3DDev->SetTransform( D3DTS_PROJECTION, &mat );
- //g_pD3DDev->SetTransform( D3DTS_VIEW, &mat );
- //UpdateCombinedMatrix();
- //g_pD3DDev->SetTransform( D3DTS_WORLD, &gRSPworldProject );
- g_pD3DDev->SetTransform( D3DTS_WORLD, &gRSP.modelviewMtxs[gRSP.modelViewMtxTop] );
- g_pD3DDev->SetTransform( D3DTS_PROJECTION, &gRSP.projectionMtxs[gRSP.projectionMtxTop] );
- g_pD3DDev->SetRenderState( D3DRS_CULLMODE, D3DCULL_CW );
- //gD3DDevWrapper.SetRenderState( D3DRS_LIGHTING, FALSE);
- //gD3DDevWrapper.SetRenderState( D3DRS_FOGENABLE, FALSE);
- //D3DVIEWPORT9 vp = {0, 0, 640, 480, -1, 1};
- //gD3DDevWrapper.SetViewport(&vp);
- g_pD3DDev->DrawIndexedPrimitiveUP( D3DPT_TRIANGLELIST, 0, gRSP.maxVertexID, gRSP.numVertices/3, g_vtxIndex, D3DFMT_INDEX32, g_vtxForExternal, sizeof(EXTERNAL_VERTEX) );
- }
- else if( status.isVertexShaderEnabled )
- {
- HRESULT res = g_pD3DDev->SetVertexShader( gVertexShader );
- D3DXMATRIX mat;
- D3DXMatrixIdentity(&mat);
- g_pD3DDev->SetTransform( D3DTS_WORLD, &mat );
- g_pD3DDev->SetTransform( D3DTS_PROJECTION, &mat );
- g_pD3DDev->SetTransform( D3DTS_VIEW, &mat );
- UpdateOptionsForVertexShader(1.0f,1.0f);
- InitVertexShaderConstants();
- UpdateVertexShaderConstant();
- g_pD3DDev->DrawIndexedPrimitiveUP( D3DPT_TRIANGLELIST, 0, gRSP.maxVertexID, gRSP.numVertices/3, g_vtxIndex, D3DFMT_INDEX32, g_vtxForExternal, sizeof(EXTERNAL_VERTEX) );
- }
- else
- {
- g_pD3DDev->SetFVF(RICE_FVF_TLITVERTEX);
- ClipVertexes();
- if( g_clippedVtxCount > 0 )
- g_pD3DDev->DrawPrimitiveUP(D3DPT_TRIANGLELIST, g_clippedVtxCount/3, g_clippedVtxBuffer, sizeof(TLITVERTEX));
- }
- return true;
- }
- void D3DRender::BeginRendering(void)
- {
- if( CRender::gRenderReferenceCount == 0 )
- {
- g_pD3DDev->BeginScene();
- D3DXMATRIX mat;
- D3DXMatrixIdentity(&mat);
- g_pD3DDev->SetTransform( D3DTS_WORLD, &mat );
- g_pD3DDev->SetTransform( D3DTS_PROJECTION, &mat );
- g_pD3DDev->SetTransform( D3DTS_VIEW, &mat );
- }
- CRender::gRenderReferenceCount++;
- }
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