DirectX SDK |
In C++, transformations are applied by using the IDirect3DDevice7::SetTransform method. For example, you can use code like the following to set the view transformation:
HRESULT hr D3DMATRIX view; // Fill in the view matrix. hr = lpDev->SetTransform(D3DTRANSFORMSTATE_VIEW, &view); if(FAILED(hr)){ // Code to handle the error goes here. }
There are several possible settings for the first parameter in a call to IDirect3DDevice7::SetTransform. The most common are D3DTRANSFORMSTATE_WORLD, D3DTRANSFORMSTATE_VIEW, and D3DTRANSFORMSTATE_PROJECTION. These transformation states are defined in the D3DTRANSFORMSTATETYPE enumerated type. This enumeration also contains values to set transformations to be applied to texture coordinates: the D3DTRANSFORMSTATE_TEXTURE1 through D3DTRANSFORMSTATE_TEXTURE7 states.
In Visual Basic, transformations are applied by using the Direct3DDevice7.SetTransform method. For example, you could use code like the following to set the view transformation:
On Local Error Resume Next Dim view As D3DMATRIX ' Fill in the view matrix. Call d3dDev.SetTransform(D3DTRANSFORMSTATE_VIEW, view) If Err.Number <> DD_OK Then ' Code to handle the error goes here. End If
There are several possible settings for the first parameter in a call to Direct3DDevice7.SetTransform. The most common are D3DTRANSFORMSTATE_WORLD, D3DTRANSFORMSTATE_VIEW, and D3DTRANSFORMSTATE_PROJECTION. These transformation states are defined in the CONST_D3DTRANSFORMSTATETYPE enumeration. This enumeration also contains values to set transformations to be applied to texture coordinates: the D3DTRANSFORMSTATE_TEXTURE1 through D3DTRANSFORMSTATE_TEXTURE7 states.