
I.e, if you render its position as (0,0,0), it will be actually at (900,0,0). In this case, you are translating the vertices 900 units to the positive X axis.

This matrix defines the transformation from the origin that the vertices will have. So lets start with the basics: The world matrix
#Space engineers directx 11 not working code
The relevant parts/ parts related to transforms from the whole code -coz it is too long- are: d3ddevice->BeginScene() // begins the 3D scene I also have another question, do I have to set the three matrices, world view and projection, to be able to make an effect like changing the triangles place using world matrix, do I have to set the other two matrices, to change it or only world? Lastly, thanks for any replier so much, thanks fr his effort and time. #define FVFcode (D3DFVF_DIFFUSE | D3DFVF_XYZRHW)Īnd I just have another resource file where I just imported the app icon, I know the code is so long and will take time to read, but I am so sorry I can't find any other solution for this. ,ĭ3ddevice->CreateVertexBuffer( 3*sizeof(vertex), 0, FVFcode, D3DPOOL_DEFAULT, &v_buffer, NULL ) (FLOAT)1440 / (FLOAT)900, // aspect ratioĭ3ddevice->SetTransform(D3DTS_PROJECTION, &pro) ĭ3ddevice->SetStreamSource(0, v_buffer, 0, sizeof(vertex)) ĭ3ddevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1) ĭ3ddevice->EndScene() // ends the 3D sceneĭ3ddevice->Present(NULL, NULL, NULL, NULL) // displays the created frame on the screen do 3D rendering on the back buffer hereĭ3DXMatrixTranslation(&matrix, 900, 0, 0) ĭ3ddevice->SetTransform(D3DTS_WORLD, &matrix) ĭ3DXMatrixLookAtLH(&out, &eye, &Lat, &up) ĭ3ddevice->SetTransform(D3DTS_VIEW, &out) ĭ3DXToRadian(45), // the horizontal field of view ZeroMemory(&d3dparams, sizeof(D3DPRESENT_PARAMETERS)) ĭ3dparams.BackBufferFormat = D3DFMT_A8R8G8B8 ĭ3dparams.SwapEffect = D3DSWAPEFFECT_FLIP ĭ3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_NOWINDOWCHANGES, &d3dparams, &d3ddevice) ĭ3ddevice->SetRenderState(D3DRS_LIGHTING, FALSE) ĭ3ddevice->Clear(NULL, 0, D3DCLEAR_TARGET, D3DCOLOR_ARGB(255, 20, 40, 100), 1.0f, 0) ĭ3ddevice->BeginScene() // begins the 3D scene Return DefWindowProc( hWnd, msg, wParam, lParam ) LRESULT WINAPI WndProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ) Check to see if any messages are waiting in the queue

HWND hWnd = CreateWindow("Window Class", "D3D Tutorial 01: CreateDevice", Wc.hCursor = LoadCursor(hInst, IDC_ARROW) Icon = LoadIcon(hInst, MAKEINTRESOURCE(IDI_APP_ICON)) Int WINAPI WinMain( HINSTANCE hInst, HINSTANCE hPrevInst, LPSTR lpCmdLine, int nCmdShow ) LRESULT WINAPI WndProc( HWND, UINT, WPARAM, LPARAM )
#Space engineers directx 11 not working full
I have just begun my directx c++ tutorial and I finally drew triangle, but whenever I try to transform it, by any matrix, that never works although I followed the tutorial step by step and I also looked for it in the MSDN tutorial, but I didn't figure out the problem, here's the full code:
