add sampler states
add light add normals
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+11
-2
@@ -38,7 +38,10 @@ int WINAPI WinMain(
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// set render states
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d3d.getDevice()->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
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d3d.getDevice()->SetRenderState(D3DRS_LIGHTING, FALSE);
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d3d.getDevice()->SetRenderState(D3DRS_LIGHTING, TRUE);
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d3d.getDevice()->SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL);
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d3d.getDevice()->SetRenderState(D3DRS_SPECULARMATERIALSOURCE, D3DMCS_MATERIAL);
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d3d.getDevice()->SetRenderState(D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL);
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// 3. create a mesh
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Mesh mesh = {};
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@@ -62,7 +65,13 @@ int WINAPI WinMain(
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// 7. create light source
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Light light = {};
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error = light.init();
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D3DLIGHT9 data = {};
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data.Type = D3DLIGHT_DIRECTIONAL;
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data.Direction = { 0.0f, 0.0f, 1.0f };
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data.Diffuse = { 0.0f, 0.0f, 0.0f, 1.0f };
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data.Specular = { 1.0f, 1.0f, 1.0f, 1.0f };
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data.Ambient = { 0.1f, 0.1f, 0.5f, 1.0f };
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error = light.init(data);
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CheckError(error);
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// 8. run application
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