Original Post
Yeah, haven't worked out the damn problem yet. Looked everywhere - maybe a third party will catch what I'm overlooking. Here's everything you need: (nice version) Thanks for the help guys! [Edited by - Mushu on March 23, 2005 11:25:35 PM]
// I'm rendering a triangle on a blue surface. Each
// vertex should have 255 of 1 RGB component. It
// renders black - not color. Can't seem to figure
// out why...
// there are no errors, compile/linker/runtime/stripper.
// FVF
#define FVF_Vertex_TL (D3DFVF_XYZRHW|D3DFVF_TEX1|D3DFVF_DIFFUSE)
struct sVertex_TL {
D3DXVECTOR3 p;
FLOAT rwh;
D3DXVECTOR2 t;
D3DCOLOR c;
};
// render states
D3DDevice->SetVertexShader(FVF_Vertex_TL);
D3DDevice->SetRenderState(D3DRS_LIGHTING, false);
D3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
// vertex data
sVertex_TL mV_TL(D3DXVECTOR3 p, FLOAT rwh, D3DXVECTOR2 t, D3DCOLOR c);
sVertex_TL verts[3];
verts[0] = mV_TL(mV(0,0,0),1,mV(0,0),D3DCOLOR_XRGB(255,0,0));
verts[1] = mV_TL(mV(0,100,0),1,mV(0,0),D3DCOLOR_XRGB(0,255,0));
verts[2] = mV_TL(mV(100,0,0),1,mV(0,0),D3DCOLOR_XRGB(0,0,255));
// render call
if (FAILED(myDx->getDev()->DrawPrimitiveUP(D3DPT_TRIANGLELIST,1,verts,sizeof(sVertex_TL)))) {
err("omg-failed"); }
