I don't use this framework ... But I can't see the definition of matrices anywhere ... Maybe you didn't showed that part, but in order to render a scene, you'll need to define 3 matrices :

-Projection matrix which will "simulate" 3D
-View Matrix representing the camera
-World Matrix representing the transformations(R, S, T) on the object you'll draw.

To set thoses matrices, use D3DX :

D3DXMatrixPerspectiveFOVLH(Projection, PI/4, 1.33, 1, 1000) // I don't remember well, BUt I think it's this

Next, let's define the View Matrix (we'll need 3 vectors : v1, v2, v3) :
v1 := D3DXVector3(0, 0, -3);
v2 := D3DXVector3(0, 0, 0);
v3 := D3DXVector3(0, 1, 0);
D3DXMatrixLookAtLH(View, v1, v2, v3);

And then the world matrix, since you don't want to achieve transformation for the first displays Let's put it at identity state :

D3DXMatrixIdentity(World);

Finally, you apply these matrices to the device :

Device.SetTransform(D3DTS_PROJECTION, Projection);
Device.SetTransform(D3DTS_VIEW, View);
Device.SetTransform(D3DTS_WORLD, World);


I really don't know if this was the missing part, but without it, you'll never get anything working !

Hope that helped

Bye
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