DirectX SDK |
The information in this section pertains only to applications written in C and C++. See Direct3D Immediate Mode Visual Basic Tutorials.
The cube will be represented as an indexed primitive; thus; the cube will be rendered by indexing into an array of vertices. Specifically, the following indices will be used to index into the cube's vertex list during rendering:
WORD* pwIndex = g_pwCubeIndices; *pwIndex++ = 1; *pwIndex++ = 2; *pwIndex++ = 3; *pwIndex++ = 2; *pwIndex++ = 1; *pwIndex++ = 0; *pwIndex++ = 4; *pwIndex++ = 5; *pwIndex++ = 6; *pwIndex++ = 6; *pwIndex++ = 5; *pwIndex++ = 7; *pwIndex++ = 3; *pwIndex++ = 2; *pwIndex++ = 6; *pwIndex++ = 3; *pwIndex++ = 6; *pwIndex++ = 7; *pwIndex++ = 0; *pwIndex++ = 1; *pwIndex++ = 4; *pwIndex++ = 4; *pwIndex++ = 1; *pwIndex++ = 5; *pwIndex++ = 2; *pwIndex++ = 0; *pwIndex++ = 4; *pwIndex++ = 2; *pwIndex++ = 4; *pwIndex++ = 6; *pwIndex++ = 1; *pwIndex++ = 3; *pwIndex++ = 5; *pwIndex++ = 5; *pwIndex++ = 3; *pwIndex++ = 7;
After defining the geometry for all of your objects in the scene, you can render and display the scene, which is the topic of Step 2: Render and Display the Scene.