Supposed to show a Quad but only got a Traiangle

The quad still refusing to be drawn yet, I've tried all the suggestion but yet I got a figure looks like below(sure the lines connected)

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I tried to use
D3DCULL_NONE, D3DCULL_CW, D3DCULL_CCW and D3DCULL_FORCE_DWORD in

also d3ddev->SetRenderState(D3DRS_CULLMODE,D3DCULL_NONE); was added too(thx to shredded), any the modified code as below:

// include the basic windows header files and the Direct3D header file
#include <windows.h>
#include <windowsx.h>
#include <d3d9.h>

// define the screen resolution
#define SCREEN_WIDTH 1920
#define SCREEN_HEIGHT 1080

// include the Direct3D Library file
#pragma comment (lib, "d3d9.lib")

// global declarations
LPDIRECT3D9 d3d; // the pointer to our Direct3D interface
LPDIRECT3DDEVICE9 d3ddev; // the pointer to the device class
LPDIRECT3DVERTEXBUFFER9 v_buffer = NULL; // the pointer to the vertex buffer

// function prototypes
void initD3D(HWND hWnd); // sets up and initializes Direct3D
void render_frame(void); // renders a single frame
void cleanD3D(void); // closes Direct3D and releases memory
void init_graphics(void); // 3D declarations

struct CUSTOMVERTEX {FLOAT X, Y, Z, RHW; DWORD COLOR;};
#define CUSTOMFVF (D3DFVF_XYZRHW | D3DFVF_DIFFUSE)

// the WindowProc function prototype
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);


// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
HWND hWnd;
WNDCLASSEX wc;

ZeroMemory(&wc, sizeof(WNDCLASSEX));

wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.lpszClassName = L"WindowClass";

RegisterClassEx(&wc);

hWnd = CreateWindowEx(NULL,
L"WindowClass",
L"Our Direct3D Program",
WS_OVERLAPPEDWINDOW,
0, 0,
SCREEN_WIDTH, SCREEN_HEIGHT,
NULL,
NULL,
hInstance,
NULL);

ShowWindow(hWnd, nCmdShow);

// set up and initialize Direct3D
initD3D(hWnd);

// enter the main loop:

MSG msg;

while(TRUE)
{
while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}

if(msg.message == WM_QUIT)
break;

render_frame();
}

// clean up DirectX and COM
cleanD3D();

return msg.wParam;
}


// this is the main message handler for the program
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch(message)
{
case WM_DESTROY:
{
PostQuitMessage(0);
return 0;
} break;
}

return DefWindowProc (hWnd, message, wParam, lParam);
}


// this function initializes and prepares Direct3D for use
void initD3D(HWND hWnd)
{
d3d = Direct3DCreate9(D3D_SDK_VERSION);

D3DPRESENT_PARAMETERS d3dpp;

ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.hDeviceWindow = hWnd;
d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
d3dpp.BackBufferWidth = SCREEN_WIDTH;
d3dpp.BackBufferHeight = SCREEN_HEIGHT;

// create a device class using this information and the info from the d3dpp stuct
d3d->CreateDevice(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,
&d3ddev);
d3ddev->SetRenderState(D3DRS_CULLMODE,D3DCULL_NONE);//cplusplus forums&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&&

init_graphics(); // call the function to initialize the triangle
}


// this is the function used to render a single frame
void render_frame(void)
{
d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);

d3ddev->BeginScene();

// select which vertex format we are using
d3ddev->SetFVF(CUSTOMFVF);

// select the vertex buffer to display
d3ddev->SetStreamSource(0, v_buffer, 0, sizeof(CUSTOMVERTEX));

// copy the vertex buffer to the back buffer
d3ddev->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);

d3ddev->EndScene();

d3ddev->Present(NULL, NULL, NULL, NULL);
}


// this is the function that cleans up Direct3D and COM
void cleanD3D(void)
{
v_buffer->Release(); // close and release the vertex buffer
d3ddev->Release(); // close and release the 3D device
d3d->Release(); // close and release Direct3D
}


// this is the function that puts the 3D models into video RAM
void init_graphics(void)
{
// create the vertices using the CUSTOMVERTEX struct
CUSTOMVERTEX vertices[] =
{
{ 150.0f, 60.0f, 0.5f, 0.0f, D3DCOLOR_XRGB(255, 0, 0), },//(XYZ,RGB)
{ 650.0f, 60.0f, 0.5f, 0.0f, D3DCOLOR_XRGB( 0,255, 0), },
{ 650.0f, 500.0f, 0.5f, 0.0f, D3DCOLOR_XRGB( 0,0, 255), },
{ 150.0f, 500.0f, 0.5f, 0.0f, D3DCOLOR_XRGB(255,255,255), },
};


// create a vertex buffer interface called v_buffer
d3ddev->CreateVertexBuffer(sizeof(vertices),
0,
CUSTOMFVF,
D3DPOOL_MANAGED,
&v_buffer,
NULL);

VOID* pVoid; // a void pointer

// lock v_buffer and load the vertices into it
v_buffer->Lock(0, 0, (void**)&pVoid, 0);
memcpy(pVoid, vertices, sizeof(vertices));
v_buffer->Unlock();
}

thanks for all who share their knowledge,
Solved!! just need to do this:

CUSTOMVERTEX vertices[] =
{
{ 150.0f, 60.0f, 0.5f, 1.0f, D3DCOLOR_XRGB(0, 0, 255), },//(XYZ,RGB)
{ 150.0f, 500.0f, 0.5f, 1.0f, D3DCOLOR_XRGB(0,255,0), },
{ 650.0f, 60.0f, 0.5f, 1.0f, D3DCOLOR_XRGB(255,0,0),},
{ 650.0f, 500.0f, 0.5f, 1.0f, D3DCOLOR_XRGB( 255,255 , 255), },


};
Last edited on
Hi,

Try this sfter your call to CreateDevice

 
d3ddev->SetRenderState(D3DRS_CULLMODE,D3DCULL_NONE);


http://msdn.microsoft.com/en-us/library/bb172529%28v=VS.85%29.aspx

has an explination

EDIT: Forgot you will have to use TriangleStrip with only 4 vertexes or
use six vertexes for a triangle list

Hope this helps
Shredded
Last edited on
Well, thanks it worked with changing the verticals order 2
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