Platform SDK: DirectX |
This section pertains only to application development in Visual Basic. See Direct3D Immediate Mode C/C++ 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:
g_nCubeIndices(0) = 1: g_nCubeIndices(1) = 2: g_nCubeIndices(2) = 3 g_nCubeIndices(3) = 2: g_nCubeIndices(4) = 1: g_nCubeIndices(5) = 0 g_nCubeIndices(6) = 4: g_nCubeIndices(7) = 5: g_nCubeIndices(8) = 6 g_nCubeIndices(9) = 6: g_nCubeIndices(10) = 5: g_nCubeIndices(11) = 7 g_nCubeIndices(12) = 3: g_nCubeIndices(13) = 2: g_nCubeIndices(14) = 6 g_nCubeIndices(15) = 3: g_nCubeIndices(16) = 6: g_nCubeIndices(17) = 7 g_nCubeIndices(18) = 0: g_nCubeIndices(19) = 1: g_nCubeIndices(20) = 4 g_nCubeIndices(21) = 4: g_nCubeIndices(22) = 1: g_nCubeIndices(23) = 5 g_nCubeIndices(24) = 2: g_nCubeIndices(25) = 0: g_nCubeIndices(26) = 4 g_nCubeIndices(27) = 2: g_nCubeIndices(28) = 4: g_nCubeIndices(29) = 6 g_nCubeIndices(30) = 1: g_nCubeIndices(31) = 3: g_nCubeIndices(32) = 5 g_nCubeIndices(33) = 5: g_nCubeIndices(34) = 3: g_nCubeIndices(35) = 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.