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] |