
anyways, this is what i setup D3D to do
// Turn off culling
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
// Turn off D3D lighting
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
// Turn on the zbuffer
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
since taht came out of the tuts, then i set up the camera (i guess) with this:
D3DXMATRIX Ortho2D;
D3DXMATRIX Identity;
D3DXMatrixOrthoLH(&Ortho2D, SCREEN_SIZE_X, SCREEN_SIZE_Y, 0.0f, 1.0f);
D3DXMatrixIdentity(&Identity);
g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &Ortho2D);
g_pd3dDevice->SetTransform(D3DTS_WORLD, &Identity);
g_pd3dDevice->SetTransform(D3DTS_VIEW, &Identity);
thats all out fo the tutorial, and im not to sure what ALL of it does...but i was under the impression that since, when i rean the program, the graphics i loaded were displayed and i could move them around the screen (not using matrix transformations, but by adding to the verteices) that the camera was facing towards my objects. SO basicly, i have 2 object: i have one i display by manually movign the points in the verticies, and i have the one im trying to move with the matrices. The one i try to move, m_pVB, doesnt move, but it does display on the screen. i have tried several different ways to try to make it move, but no luck. Do matrix transformations and rotatiosn work on only 2 triangled figures?
well as an update, i compiled M$ matrix code, taht makes a Triangle rotate...i copied, pasted EXACTLY as is into my code...and it faisl to work...the object still refuses to move. ..

im sad.

<--frowny face.