| 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.