Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

doctorsixstring

Transforming Texture Coords

This topic is 5748 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts


  
	D3DXMATRIX textureMatrix;
	D3DXMatrixIdentity(&textureMatrix);
	D3DXMatrixScaling(&textureMatrix, 0.5f, 1.0f, 1.0f);
	m_pD3DDevice->SetTransform( D3DTS_TEXTURE0, &textureMatrix );
  
The above code works just fine, but using D3DXMatrixTranslation(), fails to move the texture coordinates. What am I doing wrong? Any information or links relating to transforming texture coordinates would be great. I have already checked google and the MSDN (that''s how I have gotten this far), but I am stuck here. Thanks in advance, Mike

Share this post


Link to post
Share on other sites
Advertisement
Check out this thread...

http://www.gamedev.net/community/forums/topic.asp?topic_id=129726

Share this post


Link to post
Share on other sites
Thanks for the link, NE1. Texture translations now work. My goal is to be able to simply specify a source RECT to use from the texture to apply to my texture quad (I''m writing a 2-D engine).

Another question: Has anyone compared the performance differences between textured quads and ID3DXSprite''s?

-Mike

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!