using System;
using Microsoft.DirectX;
using Microsoft.DirectX.Direct3D;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
namespace menu
{
public partial class Form1 : Form
{
private Device device = null;
private CustomVertex.TransformedTextured[] vertices;
private Texture texture;
public Form1()
{
InitializeComponent();
InitializeGraphics();
this.Text = "Total Conflict C4team";
CreateTriangle();
LoadTexturesAndMaterials();
}
private void InitializeGraphics()
{
PresentParameters Params = new PresentParameters();
Params.EnableAutoDepthStencil = true;
Params.AutoDepthStencilFormat = DepthFormat.D16;
Params.Windowed = true;
Params.SwapEffect = SwapEffect.Discard;
device = new Device(0, DeviceType.Hardware, this, CreateFlags.SoftwareVertexProcessing, Params);
}
private void CreateTriangle()
{
vertices = new CustomVertex.TransformedTextured[6];
vertices[0].Position = new Vector4(0f, 0f, 0f, 0f);
vertices[0].Tu = 0;
vertices[0].Tv = 0;
vertices[1].Position = new Vector4(1440f, 900f, 0f, 0f);
vertices[1].Tu = 1;
vertices[1].Tv = 1;
vertices[2].Position = new Vector4(0f, 900f, 0f, 0f);
vertices[2].Tu = 0;
vertices[2].Tv = 1;
vertices[3].Position = new Vector4(1440f, 900f, 0f, 0f);
vertices[3].Tu = 1;
vertices[3].Tv = 1;
vertices[4].Position = new Vector4(0f, 0f, 0f, 0f);
vertices[4].Tu = 0;
vertices[4].Tv = 0;
vertices[5].Position = new Vector4(1440f, 0f, 0f, 0f);
vertices[5].Tu = 1;
vertices[5].Tv = 0;
}
private void LoadTexturesAndMaterials()
{
texture = TextureLoader.FromFile(device, Application.StartupPath + "\\riemerstexture.bmp");
}
// La boucle de rendu
public void Render()
{
device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0);
device.BeginScene();
device.VertexFormat = CustomVertex.TransformedTextured.Format;
device.SetTexture(0, texture);
device.DrawUserPrimitives(PrimitiveType.TriangleList, 2, vertices);
device.EndScene();
device.Present();
}
}
}
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