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 终于搞定了。  
bool GameDisPlay: rawInverseBitmap( float x,float y,int num,RECT rct ) {       HRESULT ret = S_OK;  
      if(m_pTexture[num])      {            D3DXMatrixTranslation(&matMove1, -x, -y, 0.0f);            D3DXMatrixTranslation(&matMove2, x+rct.right, y, 0.0f);            D3DXMatrixRotationY( &matRotate, D3DX_PI );            D3DXMatrixMultiply(&matTransformation, &matMove1, &matRotate);            D3DXMatrixMultiply(&matTransformation, &matTransformation, &matMove2);            m_pInverseSprite->SetTransform(&matTransformation); 
           ret = m_pInverseSprite->Draw(m_pTexture[num],&rct,0,&D3DXVECTOR3(x,y,0),0xffffffff);            if(S_OK != ret)                 return false;     }     return true; } 
最后还要还原d3d设备的矩阵。相对9.0b的精灵不是一般的麻烦 
[em07][em07][em07] 
感谢帮忙!谢谢!  [em06][em06][em06] |