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.