#include "RenderPCH.h" #include "DriverD3D9.h" #include "I3dengine.h" void CD3D9Renderer::PrepareOutSpaceTextures(CREOutSpace * pRE) { int arrnResult[2]; ScanOutSpaceCube(pRE->m_TexID, iSystem->GetViewCamera().GetPos(), arrnResult); } void CD3D9Renderer::DrawOutSpaceSide( const float *angle, const Vec3d & Pos, int tex_size, int offsetX, int offsetY) { if (!iSystem) return; CRenderer * renderer = gRenDev; CCamera tmp_camera = renderer->GetCamera(); CCamera prevCamera = tmp_camera; tmp_camera.Init(tex_size,tex_size); tmp_camera.SetPos(Pos); tmp_camera.SetAngle(Vec3d(angle[0], angle[1], angle[2])); tmp_camera.Update(); iSystem->SetViewCamera(tmp_camera); gRenDev->SetCamera(tmp_camera); gRenDev->SetViewport(tex_size*offsetX, tex_size*offsetY, tex_size, tex_size); I3DEngine *eng = (I3DEngine *)iSystem->GetIProcess(); eng->SetCamera(tmp_camera,false ); eng->DrawLowDetail(0); iSystem->SetViewCamera(prevCamera); gRenDev->SetCamera(prevCamera); } void CD3D9Renderer::ScanOutSpaceCube(uint & nTexID, const Vec3d & vPos, int * pResult) { } bool CREOutSpace::mfDraw(SShader *ef, SShaderPass *sfm) { return true; }