2010-07-21 9 views
-1

Je suis en train d'apprendre comment utiliser la fonction Direct3D D3DXTessellateRectPatch: msdn.microsoft.com/en-us/library/bb205471(v=VS.85).aspxVous cherchez des exemples de code pour Direct3D tessellation

J'ai trouvé la documentation MSDN très utile et j'ai été en mesure d'implémenter la tessellation d'un correctif simple rectangle .

J'essaye maintenant de tesselate un maillage qui consiste en trente deux patches 3D de Bezier bicubic (la théière d'Utah). J'ai essayé une approche simple - tesselate chaque courbe de Bézier individuellement, puis joignons les sommets et les indices de manière appropriée, en tenant compte des décalages de sommets, pour créer un maillage fusionné en mosaïque.

Cependant, cela ne semble pas tout à fait avoir le résultat souhaité.

Si quelqu'un a des indices sur ce problème ou, mieux encore, des échantillons de code, très appréciés.

Plus précisément, j'ai vérifié: Www.directxtutorial.com http://www.amazon.com/Introduction-Game-Programming-Direct-9-0c/dp/1598220160/

Et une autre référence Direct3D, ainsi que Google.

Merci et nous avons hâte de recevoir vos conseils/suggestions.

vôtre Misha

Répondre

0

Tim C Schroeder a été d'une grande aide et suggéré d'utiliser ID3DXPatchMesh. Voici quelques exemples de code qui génère une théière tessellated (dans le fichier tester.cpp):

// Main D3DX framework from www.directxtutorial.com (free section) 
#include <assert.h> 
#include <stdio.h> 

// include the basic windows header files and the Direct3D header file 
#include <windows.h> 
#include <windowsx.h> 
#include <d3d9.h> 
#include <d3dx9.h> 

// define the screen resolution 
#define SCREEN_WIDTH 800 
#define SCREEN_HEIGHT 600 

// include the Direct3D Library files 
#pragma comment (lib, "d3d9.lib") 
#pragma comment (lib, "d3dx9.lib") 

// global declarations 
LPDIRECT3D9 d3d; 
LPDIRECT3DDEVICE9 d3ddev; 
LPD3DXMESH mesh = NULL; // define the mesh pointer 

// function prototypes 
void initD3D(HWND hWnd); 
void render_frame(void); 
void cleanD3D(void); 
void init_graphics(void); 

struct vertex_data 
{ 
    D3DXVECTOR3 position; 
    DWORD color; 
}; 
#define FVF_VERTEX_DATA (D3DFVF_XYZ | D3DFVF_DIFFUSE) 

// the WindowProc function prototype 
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam); 

// the entry point for any Windows program 
int WINAPI WinMain(HINSTANCE hInstance, 
        HINSTANCE hPrevInstance, 
        LPSTR lpCmdLine, 
        int nCmdShow) 
{ 
    HWND hWnd; 
    WNDCLASSEX wc; 

    ZeroMemory(&wc, sizeof(WNDCLASSEX)); 

    wc.cbSize = sizeof(WNDCLASSEX); 
    wc.style = CS_HREDRAW | CS_VREDRAW; 
    wc.lpfnWndProc = WindowProc; 
    wc.hInstance = hInstance; 
    wc.hCursor = LoadCursor(NULL, IDC_ARROW); 
    wc.lpszClassName = "WindowClass"; 

    RegisterClassEx(&wc); 

    hWnd = CreateWindowEx(NULL, "WindowClass", "Our Direct3D Program", 
          WS_OVERLAPPEDWINDOW, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 
          NULL, NULL, hInstance, NULL); 

    ShowWindow(hWnd, nCmdShow); 

    initD3D(hWnd); 

    MSG msg; 

    while(TRUE) 
    { 
     while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) 
     { 
      TranslateMessage(&msg); 
      DispatchMessage(&msg); 
     } 

     if(msg.message == WM_QUIT) 
      break; 

     render_frame(); 
    } 

    cleanD3D(); 

    return msg.wParam; 
} 

// this is the main message handler for the program 
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) 
{ 
    switch(message) 
    { 
    case WM_DESTROY: 
     PostQuitMessage(0); 
     return 0; 
    } 

    return DefWindowProc (hWnd, message, wParam, lParam); 
} 

// this function initializes and prepares Direct3D for use 
void initD3D(HWND hWnd) 
{ 
    d3d = Direct3DCreate9(D3D_SDK_VERSION); 

    D3DPRESENT_PARAMETERS d3dpp; 

    ZeroMemory(&d3dpp, sizeof(d3dpp)); 
    d3dpp.Windowed = TRUE; 
    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; 
    d3dpp.hDeviceWindow = hWnd; 
    d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8; 
    d3dpp.BackBufferWidth = SCREEN_WIDTH; 
    d3dpp.BackBufferHeight = SCREEN_HEIGHT; 
    d3dpp.EnableAutoDepthStencil = TRUE; 
    d3dpp.AutoDepthStencilFormat = D3DFMT_D16; 

    d3d->CreateDevice(D3DADAPTER_DEFAULT, 
         D3DDEVTYPE_HAL, 
         hWnd, 
         D3DCREATE_SOFTWARE_VERTEXPROCESSING, 
         &d3dpp, 
         &d3ddev); 

    init_graphics(); 

    d3ddev->SetRenderState(D3DRS_LIGHTING, FALSE); // turn off the 3D lighting 
    d3ddev->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); // turn off culling 
    d3ddev->SetRenderState(D3DRS_ZENABLE, TRUE); // turn on the z-buffer 
} 

// this is the function used to render a single frame 
void render_frame(void) 
{ 
    d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); 
    d3ddev->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); 

    d3ddev->BeginScene(); 

    d3ddev->SetFVF(FVF_VERTEX_DATA); 

    // set the view transform 
    D3DXMATRIX matView; // the view transform matrix 
    D3DXMatrixLookAtLH(&matView, 
    &D3DXVECTOR3 (0.0f, 8.0f, 25.0f), // the camera position 
    &D3DXVECTOR3 (0.0f, 0.0f, 0.0f),  // the look-at position 
    &D3DXVECTOR3 (0.0f, 1.0f, 0.0f)); // the up direction 
    d3ddev->SetTransform(D3DTS_VIEW, &matView); // set the view transform to matView 

    // set the projection transform 
    D3DXMATRIX matProjection; // the projection transform matrix 
    D3DXMatrixPerspectiveFovLH(&matProjection, 
           D3DXToRadian(45), // the horizontal field of view 
           (FLOAT)SCREEN_WIDTH/(FLOAT)SCREEN_HEIGHT, // aspect ratio 
           1.0f, // the near view-plane 
           100.0f); // the far view-plane 
    d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection); // set the projection 

    // set the world transform 
    static float index = 0.0f; index+=0.03f; // an ever-increasing float value 
    D3DXMATRIX matRotateY; // a matrix to store the rotation for each triangle 
    D3DXMatrixRotationY(&matRotateY, index); // the rotation matrix 
    d3ddev->SetTransform(D3DTS_WORLD, &(matRotateY)); // set the world transform 

    if (mesh) mesh->DrawSubset(0);  

    d3ddev->EndScene(); 

    d3ddev->Present(NULL, NULL, NULL, NULL); 
} 

// this is the function that cleans up Direct3D and COM 
void cleanD3D(void) 
{ 
    if (mesh) mesh->Release(); 
    d3ddev->Release(); 
    d3d->Release(); 
} 

#define MAX_PATCHES 1000 
#define POINTS_PER_PATCH 16 
int num_patches = -1; 
int patches[MAX_PATCHES][POINTS_PER_PATCH]; 

void B_patch(int ii, int a, int b, int c, int d, int e, int f, int g, int h, int i, int j, int k, int l, int m, int n, int o, int p) 
{ 
    assert(ii < MAX_PATCHES); 
    patches[ii][0] = a-1; 
    patches[ii][1] = b-1; 
    patches[ii][2] = c-1; 
    patches[ii][3] = d-1; 
    patches[ii][4] = e-1; 
    patches[ii][5] = f-1; 
    patches[ii][6] = g-1; 
    patches[ii][7] = h-1; 
    patches[ii][8] = i-1; 
    patches[ii][9] = j-1; 
    patches[ii][10] = k-1; 
    patches[ii][11] = l-1; 
    patches[ii][12] = m-1; 
    patches[ii][13] = n-1; 
    patches[ii][14] = o-1; 
    patches[ii][15] = p-1; 
    assert(POINTS_PER_PATCH==16); 
} 

#define MAX_POINTS 1000 
int num_points = -1; 
D3DXVECTOR3 points[MAX_POINTS]; 

void B_point(int ii, double x, double y, double z) 
{ 
    ii--; 
    assert(ii < MAX_POINTS); 
    points[ii].x = x; 
    /*** Y AND Z FLIPPED ***/ 
    points[ii].y = z; 
    points[ii].z = y; 
} 

// BEGIN http://www.sjbaker.org/teapot/teaset.tgz 

/* 
* The file input.c -- Juhana Kouhia, [email protected], Oct. 25, 1991 
* 
* Load_patch(filename, patches, vertices); 
* char *filename; int *patches, *vertices; 
* A sample program to read Bezier patches in. 
* Returns count of patches and vertices. 
* User defined subroutines: 
* B_patch(ii, a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p); 
*  int ii, a, b, ..., p; 
*  Defines one Bezier patch with index number ii, 
*  indexes to points are in a, b, c, ..., p. 
* B_point(ii, x, y, z); 
*  int ii; double x, y, z; 
*  Defines one point with index number ii. 
*/ 

#include <stdio.h> 

// Modified to work with g++ 
void Load_patch(char *filename, int *patches, int *vertices) 
{ 
    int ii; 
    float x,y,z; 
    int a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p; 

    FILE *fp; 

    if (!(fp = fopen(filename,"r"))) { 
    fprintf(stderr,"Load_patch: Can't open %s\n",filename); 
    exit(1); 
    } 

    (void)fscanf(fp,"%i\n",patches); 
    for (ii = 0; ii < *patches; ii++) { 
    (void)fscanf(fp,"%i, %i, %i, %i,",&a,&b,&c,&d); 
    (void)fscanf(fp,"%i, %i, %i, %i,",&e,&f,&g,&h); 
    (void)fscanf(fp,"%i, %i, %i, %i,",&i,&j,&k,&l); 
    (void)fscanf(fp,"%i, %i, %i, %i\n",&m,&n,&o,&p); 
    B_patch(ii, a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p); 
    } 
    (void)fscanf(fp,"%i\n",vertices); 
    for (ii = 1; ii <= *vertices; ii++) { 
    (void)fscanf(fp,"%f, %f, %f\n",&x,&y,&z); 
    B_point(ii, (double)x,(double)y,(double)z); 
    } 
} 

// END http://www.sjbaker.org/teapot/teaset.tgz 

// this is the function that puts the 3D models into video RAM 
void init_graphics(void) 
{ 
    // load patch 
    char filename[255]; 
    sprintf(filename,"teapot"); 
    Load_patch(filename,&num_patches,&num_points); 
    printf("Loaded patch %s with %d patches and %d vertices.\n", 
      filename,num_patches,num_points); 

    // create declarator from FVF 
    D3DVERTEXELEMENT9 inDecl[MAX_FVF_DECL_SIZE]; 
    if (!SUCCEEDED(D3DXDeclaratorFromFVF(FVF_VERTEX_DATA,inDecl))) 
     assert(FALSE);  

    // create patch mesh 
    LPD3DXPATCHMESH p_mesh; 
    D3DXPATCHINFO info; 
    info.PatchType = D3DXPATCHMESH_RECT; 
    info.Degree = D3DDEGREE_CUBIC; 
    info.Basis = D3DBASIS_BEZIER; 

    if (!SUCCEEDED(D3DXCreatePatchMesh(&info,num_patches,num_points,0,inDecl,d3ddev,&p_mesh))) 
     assert(FALSE); 
    assert(p_mesh->GetControlVerticesPerPatch()==POINTS_PER_PATCH); 

    // copy vertices 
    LPDIRECT3DVERTEXBUFFER9 v_buffer = NULL; 
    if (!SUCCEEDED(p_mesh->GetVertexBuffer(&v_buffer))) 
     assert(FALSE); 
    struct vertex_data* vertex_data = NULL; 
    DWORD number_of_vertices=p_mesh->GetNumVertices(); 
    assert(number_of_vertices==num_points); 
    if (!SUCCEEDED(v_buffer->Lock(0,number_of_vertices*sizeof(struct vertex_data),(void **)&vertex_data,D3DLOCK_DISCARD))) 
     assert(FALSE); 
    for (int i=0; i<num_points; i++) 
    { 
     vertex_data[i].position.x = points[i].x; 
     vertex_data[i].position.y = points[i].y; 
     vertex_data[i].position.z = points[i].z; 
     vertex_data[i].color = D3DCOLOR_XRGB(255,0,0); 
    } 
    v_buffer->Unlock(); 
    v_buffer->Release();  

    // copy indices 
    LPDIRECT3DINDEXBUFFER9 i_buffer = NULL; 
    if (!SUCCEEDED(p_mesh->GetIndexBuffer(&i_buffer))) 
     assert(FALSE); 
    D3DINDEXBUFFER_DESC i_buffer_desc; 
    if (!SUCCEEDED(i_buffer->GetDesc(&i_buffer_desc))) 
     assert(FALSE); 
    assert(i_buffer_desc.Size==num_patches*POINTS_PER_PATCH*sizeof(WORD)); 
    WORD* index_data = NULL; 
    if (!SUCCEEDED(i_buffer->Lock(0,0,(void **)&index_data,D3DLOCK_DISCARD))) 
     assert(FALSE); 
    int idx=0; 
    for (int i=0; i<num_patches; i++) 
    { 
     for (int j=0; j<POINTS_PER_PATCH; j++) 
     { 
      index_data[idx] = patches[i][j]; 
      idx++; 
     } 
    } 
    i_buffer->Unlock(); 
    i_buffer->Release();  

    // create mesh for tesselation 
    FLOAT fTessLevel=1.0f; 
    DWORD Adaptive=FALSE; 
    DWORD NumTriangles,NumVertices; 
    if (!SUCCEEDED(p_mesh->GetTessSize(fTessLevel,Adaptive,&NumTriangles,&NumVertices))) 
     assert(FALSE); 
    if (!SUCCEEDED(D3DXCreateMeshFVF(NumTriangles,NumVertices,D3DXMESH_MANAGED,FVF_VERTEX_DATA,d3ddev,&mesh))) 
     assert(FALSE); 

    // tesselate 
    assert(Adaptive==FALSE); 
    if (!SUCCEEDED(p_mesh->Tessellate(fTessLevel,mesh))) 
     assert(FALSE); 
    printf("Generated tesselated mesh with %d triangles, %d vertices\n",NumTriangles,NumVertices); 

    p_mesh->Release(); 
} 

Les données théière (dans la théière de fichier) est (de http://www.sjbaker.org/teapot/teaset.tgz):

32 
1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16 
4,17,18,19,8,20,21,22,12,23,24,25,16,26,27,28 
19,29,30,31,22,32,33,34,25,35,36,37,28,38,39,40 
31,41,42,1,34,43,44,5,37,45,46,9,40,47,48,13 
13,14,15,16,49,50,51,52,53,54,55,56,57,58,59,60 
16,26,27,28,52,61,62,63,56,64,65,66,60,67,68,69 
28,38,39,40,63,70,71,72,66,73,74,75,69,76,77,78 
40,47,48,13,72,79,80,49,75,81,82,53,78,83,84,57 
57,58,59,60,85,86,87,88,89,90,91,92,93,94,95,96 
60,67,68,69,88,97,98,99,92,100,101,102,96,103,104,105 
69,76,77,78,99,106,107,108,102,109,110,111,105,112,113,114 
78,83,84,57,108,115,116,85,111,117,118,89,114,119,120,93 
121,122,123,124,125,126,127,128,129,130,131,132,133,134,135,136 
124,137,138,121,128,139,140,125,132,141,142,129,136,143,144,133 
133,134,135,136,145,146,147,148,149,150,151,152,69,153,154,155 
136,143,144,133,148,156,157,145,152,158,159,149,155,160,161,69 
162,163,164,165,166,167,168,169,170,171,172,173,174,175,176,177 
165,178,179,162,169,180,181,166,173,182,183,170,177,184,185,174 
174,175,176,177,186,187,188,189,190,191,192,193,194,195,196,197 
177,184,185,174,189,198,199,186,193,200,201,190,197,202,203,194 
204,204,204,204,207,208,209,210,211,211,211,211,212,213,214,215 
204,204,204,204,210,217,218,219,211,211,211,211,215,220,221,222 
204,204,204,204,219,224,225,226,211,211,211,211,222,227,228,229 
204,204,204,204,226,230,231,207,211,211,211,211,229,232,233,212 
212,213,214,215,234,235,236,237,238,239,240,241,242,243,244,245 
215,220,221,222,237,246,247,248,241,249,250,251,245,252,253,254 
222,227,228,229,248,255,256,257,251,258,259,260,254,261,262,263 
229,232,233,212,257,264,265,234,260,266,267,238,263,268,269,242 
270,270,270,270,279,280,281,282,275,276,277,278,271,272,273,274 
270,270,270,270,282,289,290,291,278,286,287,288,274,283,284,285 
270,270,270,270,291,298,299,300,288,295,296,297,285,292,293,294 
270,270,270,270,300,305,306,279,297,303,304,275,294,301,302,271 
306 
1.4,0.0,2.4 
1.4,-0.784,2.4 
0.784,-1.4,2.4 
0.0,-1.4,2.4 
1.3375,0.0,2.53125 
1.3375,-0.749,2.53125 
0.749,-1.3375,2.53125 
0.0,-1.3375,2.53125 
1.4375,0.0,2.53125 
1.4375,-0.805,2.53125 
0.805,-1.4375,2.53125 
0.0,-1.4375,2.53125 
1.5,0.0,2.4 
1.5,-0.84,2.4 
0.84,-1.5,2.4 
0.0,-1.5,2.4 
-0.784,-1.4,2.4 
-1.4,-0.784,2.4 
-1.4,0.0,2.4 
-0.749,-1.3375,2.53125 
-1.3375,-0.749,2.53125 
-1.3375,0.0,2.53125 
-0.805,-1.4375,2.53125 
-1.4375,-0.805,2.53125 
-1.4375,0.0,2.53125 
-0.84,-1.5,2.4 
-1.5,-0.84,2.4 
-1.5,0.0,2.4 
-1.4,0.784,2.4 
-0.784,1.4,2.4 
0.0,1.4,2.4 
-1.3375,0.749,2.53125 
-0.749,1.3375,2.53125 
0.0,1.3375,2.53125 
-1.4375,0.805,2.53125 
-0.805,1.4375,2.53125 
0.0,1.4375,2.53125 
-1.5,0.84,2.4 
-0.84,1.5,2.4 
0.0,1.5,2.4 
0.784,1.4,2.4 
1.4,0.784,2.4 
0.749,1.3375,2.53125 
1.3375,0.749,2.53125 
0.805,1.4375,2.53125 
1.4375,0.805,2.53125 
0.84,1.5,2.4 
1.5,0.84,2.4 
1.75,0.0,1.875 
1.75,-0.98,1.875 
0.98,-1.75,1.875 
0.0,-1.75,1.875 
2.0,0.0,1.35 
2.0,-1.12,1.35 
1.12,-2.0,1.35 
0.0,-2.0,1.35 
2.0,0.0,0.9 
2.0,-1.12,0.9 
1.12,-2.0,0.9 
0.0,-2.0,0.9 
-0.98,-1.75,1.875 
-1.75,-0.98,1.875 
-1.75,0.0,1.875 
-1.12,-2.0,1.35 
-2.0,-1.12,1.35 
-2.0,0.0,1.35 
-1.12,-2.0,0.9 
-2.0,-1.12,0.9 
-2.0,0.0,0.9 
-1.75,0.98,1.875 
-0.98,1.75,1.875 
0.0,1.75,1.875 
-2.0,1.12,1.35 
-1.12,2.0,1.35 
0.0,2.0,1.35 
-2.0,1.12,0.9 
-1.12,2.0,0.9 
0.0,2.0,0.9 
0.98,1.75,1.875 
1.75,0.98,1.875 
1.12,2.0,1.35 
2.0,1.12,1.35 
1.12,2.0,0.9 
2.0,1.12,0.9 
2.0,0.0,0.45 
2.0,-1.12,0.45 
1.12,-2.0,0.45 
0.0,-2.0,0.45 
1.5,0.0,0.225 
1.5,-0.84,0.225 
0.84,-1.5,0.225 
0.0,-1.5,0.225 
1.5,0.0,0.15 
1.5,-0.84,0.15 
0.84,-1.5,0.15 
0.0,-1.5,0.15 
-1.12,-2.0,0.45 
-2.0,-1.12,0.45 
-2.0,0.0,0.45 
-0.84,-1.5,0.225 
-1.5,-0.84,0.225 
-1.5,0.0,0.225 
-0.84,-1.5,0.15 
-1.5,-0.84,0.15 
-1.5,0.0,0.15 
-2.0,1.12,0.45 
-1.12,2.0,0.45 
0.0,2.0,0.45 
-1.5,0.84,0.225 
-0.84,1.5,0.225 
0.0,1.5,0.225 
-1.5,0.84,0.15 
-0.84,1.5,0.15 
0.0,1.5,0.15 
1.12,2.0,0.45 
2.0,1.12,0.45 
0.84,1.5,0.225 
1.5,0.84,0.225 
0.84,1.5,0.15 
1.5,0.84,0.15 
-1.6,0.0,2.025 
-1.6,-0.3,2.025 
-1.5,-0.3,2.25 
-1.5,0.0,2.25 
-2.3,0.0,2.025 
-2.3,-0.3,2.025 
-2.5,-0.3,2.25 
-2.5,0.0,2.25 
-2.7,0.0,2.025 
-2.7,-0.3,2.025 
-3.0,-0.3,2.25 
-3.0,0.0,2.25 
-2.7,0.0,1.8 
-2.7,-0.3,1.8 
-3.0,-0.3,1.8 
-3.0,0.0,1.8 
-1.5,0.3,2.25 
-1.6,0.3,2.025 
-2.5,0.3,2.25 
-2.3,0.3,2.025 
-3.0,0.3,2.25 
-2.7,0.3,2.025 
-3.0,0.3,1.8 
-2.7,0.3,1.8 
-2.7,0.0,1.575 
-2.7,-0.3,1.575 
-3.0,-0.3,1.35 
-3.0,0.0,1.35 
-2.5,0.0,1.125 
-2.5,-0.3,1.125 
-2.65,-0.3,0.9375 
-2.65,0.0,0.9375 
-2.0,-0.3,0.9 
-1.9,-0.3,0.6 
-1.9,0.0,0.6 
-3.0,0.3,1.35 
-2.7,0.3,1.575 
-2.65,0.3,0.9375 
-2.5,0.3,1.125 
-1.9,0.3,0.6 
-2.0,0.3,0.9 
1.7,0.0,1.425 
1.7,-0.66,1.425 
1.7,-0.66,0.6 
1.7,0.0,0.6 
2.6,0.0,1.425 
2.6,-0.66,1.425 
3.1,-0.66,0.825 
3.1,0.0,0.825 
2.3,0.0,2.1 
2.3,-0.25,2.1 
2.4,-0.25,2.025 
2.4,0.0,2.025 
2.7,0.0,2.4 
2.7,-0.25,2.4 
3.3,-0.25,2.4 
3.3,0.0,2.4 
1.7,0.66,0.6 
1.7,0.66,1.425 
3.1,0.66,0.825 
2.6,0.66,1.425 
2.4,0.25,2.025 
2.3,0.25,2.1 
3.3,0.25,2.4 
2.7,0.25,2.4 
2.8,0.0,2.475 
2.8,-0.25,2.475 
3.525,-0.25,2.49375 
3.525,0.0,2.49375 
2.9,0.0,2.475 
2.9,-0.15,2.475 
3.45,-0.15,2.5125 
3.45,0.0,2.5125 
2.8,0.0,2.4 
2.8,-0.15,2.4 
3.2,-0.15,2.4 
3.2,0.0,2.4 
3.525,0.25,2.49375 
2.8,0.25,2.475 
3.45,0.15,2.5125 
2.9,0.15,2.475 
3.2,0.15,2.4 
2.8,0.15,2.4 
0.0,0.0,3.15 
0.0,-0.002,3.15 
0.002,0.0,3.15 
0.8,0.0,3.15 
0.8,-0.45,3.15 
0.45,-0.8,3.15 
0.0,-0.8,3.15 
0.0,0.0,2.85 
0.2,0.0,2.7 
0.2,-0.112,2.7 
0.112,-0.2,2.7 
0.0,-0.2,2.7 
-0.002,0.0,3.15 
-0.45,-0.8,3.15 
-0.8,-0.45,3.15 
-0.8,0.0,3.15 
-0.112,-0.2,2.7 
-0.2,-0.112,2.7 
-0.2,0.0,2.7 
0.0,0.002,3.15 
-0.8,0.45,3.15 
-0.45,0.8,3.15 
0.0,0.8,3.15 
-0.2,0.112,2.7 
-0.112,0.2,2.7 
0.0,0.2,2.7 
0.45,0.8,3.15 
0.8,0.45,3.15 
0.112,0.2,2.7 
0.2,0.112,2.7 
0.4,0.0,2.55 
0.4,-0.224,2.55 
0.224,-0.4,2.55 
0.0,-0.4,2.55 
1.3,0.0,2.55 
1.3,-0.728,2.55 
0.728,-1.3,2.55 
0.0,-1.3,2.55 
1.3,0.0,2.4 
1.3,-0.728,2.4 
0.728,-1.3,2.4 
0.0,-1.3,2.4 
-0.224,-0.4,2.55 
-0.4,-0.224,2.55 
-0.4,0.0,2.55 
-0.728,-1.3,2.55 
-1.3,-0.728,2.55 
-1.3,0.0,2.55 
-0.728,-1.3,2.4 
-1.3,-0.728,2.4 
-1.3,0.0,2.4 
-0.4,0.224,2.55 
-0.224,0.4,2.55 
0.0,0.4,2.55 
-1.3,0.728,2.55 
-0.728,1.3,2.55 
0.0,1.3,2.55 
-1.3,0.728,2.4 
-0.728,1.3,2.4 
0.0,1.3,2.4 
0.224,0.4,2.55 
0.4,0.224,2.55 
0.728,1.3,2.55 
1.3,0.728,2.55 
0.728,1.3,2.4 
1.3,0.728,2.4 
0.0,0.0,0.0 
1.5,0.0,0.15 
1.5,0.84,0.15 
0.84,1.5,0.15 
0.0,1.5,0.15 
1.5,0.0,0.075 
1.5,0.84,0.075 
0.84,1.5,0.075 
0.0,1.5,0.075 
1.425,0.0,0.0 
1.425,0.798,0.0 
0.798,1.425,0.0 
0.0,1.425,0.0 
-0.84,1.5,0.15 
-1.5,0.84,0.15 
-1.5,0.0,0.15 
-0.84,1.5,0.075 
-1.5,0.84,0.075 
-1.5,0.0,0.075 
-0.798,1.425,0.0 
-1.425,0.798,0.0 
-1.425,0.0,0.0 
-1.5,-0.84,0.15 
-0.84,-1.5,0.15 
0.0,-1.5,0.15 
-1.5,-0.84,0.075 
-0.84,-1.5,0.075 
0.0,-1.5,0.075 
-1.425,-0.798,0.0 
-0.798,-1.425,0.0 
0.0,-1.425,0.0 
0.84,-1.5,0.15 
1.5,-0.84,0.15 
0.84,-1.5,0.075 
1.5,-0.84,0.075 
0.798,-1.425,0.0 
1.425,-0.798,0.0 

Enfin, compiler en utilisant mingw sur Ubuntu 10.04 amd64 avec le logiciel approprié installé:

#!/bin/bash 
rm tester.exe > /dev/null 2>&1 
i586-mingw32msvc-g++ tester.cpp -o tester.exe -fcheck-new -Idxsdk/DXSDK/Include -ld3d9 dxsdk/DXSDK/Lib/x86/d3dx9.lib