Setting Transformations

Transformations are represented by a 4´4 matrix and are applied using the IDirect3DDevice2::SetTransform method. For example, you could use code like this to set the view transform:

D3DMATRIX view;

// fill in the view matrix…

if ((err=lpDev->SetTransform(D3DTRANSFORMSTATE_VIEW, &view)) != D3D_OK)

return err;

The render states for setting the projection and the world transformations are D3DTRANSFORMSTATE_PROJECTION and D3DTRANSFORMSTATE_WORLD, respectively.