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| //init shader parameter
m_pEffect->SetTechnique( "Main" );
m_pD3DDevice->GetTransform(D3DTS_WORLD, &mWorld) ;
m_pD3DDevice->GetTransform(D3DTS_VIEW, &mView) ;
m_pD3DDevice->GetTransform(D3DTS_PROJECTION, &mProj) ;
mWVP = mWorld * mView * mProj ;
m_pEffect->SetMatrix("gWvpXf", &mWVP) ;
// Cette partie je l'ai trouvée sur internet, ne sachant pas comment m'y prendre
time_t czas;
time ( &czas );
clock_t time_elapsed;
float time_in_seconds;
int count;
time_elapsed = clock();
time_in_seconds = (float) time_elapsed / CLOCKS_PER_SEC;
m_pEffect->SetFloat("gTimer", time_in_seconds);
//launching pass
UINT cPasses;
m_pEffect->Begin( &cPasses, 0 );
for( UINT p = 0; p < cPasses; ++p )
{
m_pEffect->BeginPass( p );
m_pD3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, m_dwNumOfVertices, 0, m_dwNumOfPolygons);
m_pEffect->EndPass();
}
m_pEffect->End(); |
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