Code:
cam = *getDevice();
D3DTLVERTEX vertices[] =
{
{ 0.0f, 0.0f, 5.0f, 0xff00ff00 },
{ 5.0f, 0.0f, 0.0f, 0xff0000ff },
{ -5.0f, 0.0f, 0.0f, 0xffff0000 }
};
DeviceP->SetVertexShader(NULL);
DeviceP->SetPixelShader(NULL);
//D3DXMatrixIdentity(&World);
//getDevice()->fPos = getDevice()->fPos + 100.0f;
D3DXVECTOR3 mew(0, 0, 1.0f);
D3DXMatrixTranslation(&World, -6225.297f, 332.9926f, 383.205f);
D3DXVECTOR3 vEyePt( cam.fPos[0], cam.fPos[1], cam.fPos[2] );
D3DXVECTOR3 vLookatPt( cam.fPos[0]+cam.fViewMat[0][0], cam.fPos[1]+cam.fViewMat[0][1], cam.fPos[2]+cam.fViewMat[0][2] );
D3DXVECTOR3 vUpVec( 0.0f, 0.0f, 1.0f );
D3DXMatrixLookAtRH( &View, &vEyePt, &vLookatPt, &vUpVec );
D3DXMatrixPerspectiveFovLH(&Proj,cam.fFov * 0.6f,cam.aspect,cam.zNearPlane, cam.zFarPlane);
DeviceP->SetTransform(D3DTS_WORLD, &World);
DeviceP->SetTransform(D3DTS_VIEW, &View);
DeviceP->SetTransform(D3DTS_PROJECTION, &Proj);
DeviceP->SetFVF(D3DFVF_XYZ | D3DFVF_DIFFUSE);
DeviceP->SetTexture(0, NULL);
DeviceP->SetRenderState( D3DRS_AMBIENT, 0xff7f7f7f );
DeviceP->SetRenderState( D3DRS_LIGHTING, 1 );
//DeviceP->SetRenderState( D3DRS_CULLMODE , 0);
DeviceP->GetTransform(D3DTS_WORLD,&World);
DeviceP->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
DeviceP->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
DeviceP->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
DeviceP->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, sizeof( vertices ) / sizeof( vertices[0] ) - 2, &vertices[0], sizeof(vertices[0]));
thanks for any help / advice