D3DXMATRIX

Describes a matrix.

typedef struct D3DXMATRIX {
    struct {
        FLOAT _11;
        FLOAT _12;
        FLOAT _13;
        FLOAT _14;
        FLOAT _21;
        FLOAT _22;
        FLOAT _23;
        FLOAT _24;
        FLOAT _31;
        FLOAT _32;
        FLOAT _33;
        FLOAT _34;
        FLOAT _41;
        FLOAT _42;
        FLOAT _43;
        FLOAT _44;
    };
} D3DXMATRIX, *LPD3DXMATRIX;

Members

_11
An element of the first row of the matrix.
_12
An element of the first row of the matrix.
_13
An element of the first row of the matrix.
_14
An element of the first row of the matrix.
_21
An element of the second row of the matrix.
_22
An element of the second row of the matrix.
_23
An element of the second row of the matrix.
_24
An element of the second row of the matrix.
_31
An element of the third row of the matrix.
_32
An element of the third row of the matrix.
_33
An element of the third row of the matrix.
_34
An element of the third row of the matrix.
_41
An element of the fourth row of the matrix.
_42
An element of the fourth row of the matrix.
_43
An element of the fourth row of the matrix.
_44
An element of the fourth row of the matrix.

Remarks

This structure inherits members from the D3DMATRIX structure. C programmers cannot use the D3DXMATRIX structure. They must use the D3DMATRIX structure.

In D3DX, the _34 element of a projection matrix cannot be a negative number. If your application needs to use a negative value in this location, it should scale the entire projection matrix by -1 instead.

C++ programmers can take advantage of operator overloading and type casting with the D3DXMATRIX Extensions, which implement overloaded constructors and assignment, unary, and binary (including equality) operators.

See Also

D3DMATRIX, Transforms