D3DXBuildSpriteTransform
The D3DXBuildSpriteTransform function creates a matrix that corresponds to a transformation from the -0.5 to +0.5 centered rectangle to a particular RECT structure on the screen. Additionally, an angle of rotation can be specified for that RECT structure.
void D3DXBuildSpriteTransform(
D3DXMATRIX* pMatrixTransform,
const RECT* prectDest,
float angleRad = 0.0f,
const D3DXVECTOR2* pOffset
);
Parameters
- pMatrixTransform
- A pointer to the result matrix, a D3DXMATRIX structure. This matrix will be returned with new values that correspond to the transformation specified by the prectDest, angleRad and pOffset parameters.
- prectDest
- A pointer to the target rectangle for the sprite, indicating in screen coordinates where the sprite should be located. The sprite will be stretched to fill this RECT structure
- angleRad
- Angle of rotation around the center of the RECT, indicating what angle to rotate the sprite. The rotation is applied around the center of the sprite. It is counter-clockwise and must be specified in radians. See D3DXToRadian to convert degrees to radians.
- pOffset
- A pointer to a D3DXVECTOR2 structure, defining the offset from the center of the source RECT to use as the center of rotation. This parameter indicates the offset from the center-point of the sprite that should be treated as the sprite center for the purposes of rotation. By default, a value of NULL is equivalent to a vector of (0, 0).
Return Values
None.
Remarks
The D3DXBuildSpriteTransform function is provided as a helper function to use the D3DXDrawSpriteTransform function.
Note that C programmers will not be able to take advantage of the default value for the angleRad parameter.
Windows NT/2000: Requires Windows 2000.
Windows 95/98: Requires Windows 95 or later. Available as a redistributable for Windows 95.
Windows CE: Unsupported.
Version: Requires DirectX 7.0.
Header: Declared in d3dxsprite.h.
Library: Use d3dx.lib.