Rotates (relative to world coordinate space) around an arbitrary axis.
HRESULT RotateAxis( CONST D3DXVECTOR3 * pV, FLOAT Angle );
If the method succeeds, the return value is D3D_OK. If the method fails, the return value can be D3DERR_INVALIDCALL.
This method adds the rotation to the matrix stack with the computed rotation matrix similar to the following:
D3DXMATRIX tmp; D3DXMatrixRotationAxis( &tmp, pV, angle ); m_stack[m_currentPos] = m_stack[m_currentPos] * tmp;
Because the rotation is right-multiplied to the matrix stack, the rotation is relative to world coordinate space.
Header: Declared in D3dx9math.h.
D3DXMatrixRotationAxis, ID3DXMATRIXStack::RotateAxisLocal, ID3DXMATRIXStack::RotateYawPitchRoll, ID3DXMATRIXStack::RotateYawPitchRollLocal