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