D3DTRANSFORMSTATETYPE

Defines constants that describe transformation state values.

typedef enum D3DTRANSFORMSTATETYPE
{
    D3DTS_VIEW = 2,
    D3DTS_PROJECTION = 3,
    D3DTS_TEXTURE0 = 16,
    D3DTS_TEXTURE1 = 17,
    D3DTS_TEXTURE2 = 18,
    D3DTS_TEXTURE3 = 19,
    D3DTS_TEXTURE4 = 20,
    D3DTS_TEXTURE5 = 21,
    D3DTS_TEXTURE6 = 22,
    D3DTS_TEXTURE7 = 23,
    D3DTS_FORCE_DWORD = 0x7fffffff,
} D3DTRANSFORMSTATETYPE, *LPD3DTRANSFORMSTATETYPE;

Constants

D3DTS_VIEW
Identifies the transformation matrix being set as the view transformation matrix. The default value is NULL (the identity matrix).
D3DTS_PROJECTION
Identifies the transformation matrix being set as the projection transformation matrix. The default value is NULL (the identity matrix).
D3DTS_TEXTURE0
Identifies the transformation matrix being set for the specified texture stage.
D3DTS_TEXTURE1
Identifies the transformation matrix being set for the specified texture stage.
D3DTS_TEXTURE2
Identifies the transformation matrix being set for the specified texture stage.
D3DTS_TEXTURE3
Identifies the transformation matrix being set for the specified texture stage.
D3DTS_TEXTURE4
Identifies the transformation matrix being set for the specified texture stage.
D3DTS_TEXTURE5
Identifies the transformation matrix being set for the specified texture stage.
D3DTS_TEXTURE6
Identifies the transformation matrix being set for the specified texture stage.
D3DTS_TEXTURE7
Identifies the transformation matrix being set for the specified texture stage.
D3DTS_FORCE_DWORD
Forces this enumeration to compile to 32 bits in size. Without this value, some compilers would allow this enumeration to compile to a size other than 32 bits. This value is not used.

Remarks

The transform states in the range 256 through 511 are reserved to store up to 256 world matrices that can be indexed using the D3DTS_WORLDMATRIX and D3DTS_WORLD macros.

Macros
D3DTS_WORLD Equivalent to D3DTS_WORLDMATRIX(0).
D3DTS_WORLDMATRIX (index) Identifies the transform matrix to set for the world matrix at index. Multiple world matrices are used only for vertex blending. Otherwise only D3DTS_WORLD is used.

See Also

IDirect3DDevice9::GetTransform, IDirect3DDevice9::MultiplyTransform, IDirect3DDevice9::SetTransform, D3DTS_WORLD, D3DTS_WORLDn, D3DTS_WORLDMATRIX