Platform SDK: DirectX |
The D3DXMATRIX structure describes a matrix.
typedef struct D3DXMATRIX { union { float m[4][4]; }; } D3DXMATRIX;
In Direct3DX, the m23 element of a projection matrix cannot be a negative number. If your application needs to use a negative value in this location, it should scale the entire projection matrix by -1, instead.
C++ programmers can take advantage of operator overloading and type casting. The C++ implementation of the D3DXMATRIX structure implements overloaded constructors and overloaded assignment, unary, and binary (including equality) operators. For more information, see C++ Specific Features.
Windows NT/2000: Requires Windows 2000.
Windows 95/98: Requires Windows 95 or later. Available as a redistributable for Windows 95.
Version: Requires DirectX 7.0.
Header: Declared in d3dxmath.h.
D3DXMatrixIdentity, D3DXMatrixIsIdentity, D3DXMatrixfDeterminant, D3DXMatrixMultiply, D3DXMatrixTranspose, D3DXMatrixInverse, D3DXMatrixScaling, D3DXMatrixTranslation, D3DXMatrixRotationX, D3DXMatrixRotationY, D3DXMatrixRotationZ, D3DXMatrixRotationAxis, D3DXMatrixRotationQuaternion, D3DXMatrixRotationYawPitchRoll, D3DXMatrixTransformation, D3DXMatrixAffineTransformation, D3DXMatrixLookAt, D3DXMatrixPerspective, D3DXMatrixPerspectiveFov, D3DXMatrixPerspectiveOffCenter, D3DXMatrixOrtho, D3DXMatrixOrthoOffCenter, D3DXMatrixShadow, D3DXMatrixReflect