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D3DXVECTOR3 *pVertex=new D3DXVECTOR3[3*NbPts];
...
...
int var2=0;
for (var;var<NbPts;var++,var2+=3)
{
pVertex[var]=D3DXVECTOR3(new_points[var2],new_points[var2+1],new_points[var2+2]);
}
...
...
D3DLine->SetAntialias(1);
D3DLine->SetWidth(1.0f);
D3DLine->Begin();
D3DXMATRIX out, view, proj, world;
pDevice->GetTransform(D3DTS_VIEW, &view);
pDevice->GetTransform(D3DTS_PROJECTION, &proj);
pDevice->GetTransform(D3DTS_WORLD, &world);
D3DXMatrixIdentity(&out);
out = world * view * proj;
HRESULT toto=D3DLine->DrawTransform(pVertex, NbPts, &out, D3DCOLOR_ARGB(255,255,255,255));
D3DLine->End();
D3DLine->Release(); |
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