D3DXMATRIX textureMatrix;
D3DXMatrixIdentity(&textureMatrix);
D3DXMatrixScaling(&textureMatrix, 0.5f, 1.0f, 1.0f);
m_pD3DDevice->SetTransform( D3DTS_TEXTURE0, &textureMatrix );
Transforming Texture Coords
so say that its a ID3DSPRITE prob...
check out its docs...
you have there in the Draw() method the Translation and other
properties which you might seek to solve your problem
Gil Zussman
gil@gilzu.com
http://www.gilzu.com
check out its docs...
you have there in the Draw() method the Translation and other
properties which you might seek to solve your problem
Gil Zussman
gil@gilzu.com
http://www.gilzu.com
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
Another question: Has anyone compared the performance differences between textured quads and ID3DXSprite''s?
-Mike
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