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wpyax

how moves the mesh??

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DirectX has three projections: WORLD, VIEW and PROJECTION. You set up the PROJECTION in the beginning to get the near/far clipping and camera field of view; you set VIEW also in the beginning to position/rotate the camera in the world; then you set the WORLD transform for each mesh instance you draw to draw that instance in various positions/orientations.

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As mentioned by hplus0603,
You basically have a world transformation matrix for each mesh and this transformation places the mesh in the world. So you can follow a simple pattern

1) Set World Transformation Matrix
2) Render Mesh
3) Set World Transformation Matrix
4) Render 2nd Mesh
... and so forth.

example c++

pDevice->SetTransform(D3DTS_WORLD, &matWorld);
pMesh->DrawSubset(0);



example C#

Device.Transform.World = matWorld;
mesh.DrawSubset(i);



I hope this helps.
Take care.

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