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pd3dDevice->SetRenderState( D3DRS_ZENABLE, FALSE);
D3DXVECTOR3 vEyePt( 0.0f, 125.0f,0.0f );
D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vUpVec( 0.0f, 0.0f, 1.0f );
D3DXMATRIXA16 matView;
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
D3DXMATRIXA16 matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI / 4, 1.0f, 1.0f, 100.0f );
pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
const D3DXVECTOR3 *CamEye = new D3DXVECTOR3() ;
CamEye = g_Camera.GetEyePt();
TextSize( pOuMat,2.f,2.f,2.f);
TextRota(pOuMat,-90.0f,0.f,0.f);
TextSetMove( pOuMat,0.f,25.f,0.f);
pd3dDevice->SetTransform(D3DTS_WORLD,pOuMat);
g_pMesh3DText->DrawSubset( 0 ); |
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