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//使用正交投影,width为窗口宽度,height为窗口高度
D3DXMATRIXA16 matProj;
D3DXMatrixOrthoOffCenterLH( &matProj, 0.0f, width, height, 0.0f, 0.0f, 1000.0f );
g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
//创建平移变化矩阵
D3DXMATRIX matrix;
static int x = 0;
++x;
//给矩阵赋平移值,x,y,z代表在各自轴上的平移量
D3DXMatrixTranslation(&matrix, (float)x, 0.0f, 0.0f);
//然后设置为世界矩阵
g_pd3dDevice->SetTransform(D3DTS_WORLD, &matrix);
//绘制它
g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST,0,2);
楼主将会看到你要绘制的不断的进行平移,每次水平平移一个像素点
[/quote]
我用的就是RHW效果的
//使用正交投影,width为窗口宽度,height为窗口高度
D3DXMATRIXA16 matProj;
D3DXMatrixOrthoOffCenterLH( &matProj, 0.0f, width, height, 0.0f, 0.0f, 1000.0f );
g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
//创建平移变化矩阵
D3DXMATRIX matrix;
static int x = 0;
++x;
//给矩阵赋平移值,x,y,z代表在各自轴上的平移量
D3DXMatrixTranslation(&matrix, (float)x, 0.0f, 0.0f);
//然后设置为世界矩阵
g_pd3dDevice->SetTransform(D3DTS_WORLD, &matrix);
//绘制它
g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST,0,2);
楼主将会看到你要绘制的不断的进行平移,每次水平平移一个像素点
//创建平移变化矩阵
D3DXMATRIX matrix;
//给矩阵赋平移值,x,y,z代表在各自轴上的平移量
D3DXMatrixTranslation(&matrix, x, y, z);
//然后设置为世界矩阵
g_pd3dDevice->SetTransform(D3DTS_WORLD, &matrix);
//绘制它
g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST,0,2);
D3DXMATRIX matrix; //变化矩阵
D3DXMatrixTranslation(
D3DXMATRIX * pOut,
FLOAT x,
FLOAT y,
FLOAT z
);