如何弄湿DerectX 9中的左上角坐标? [英] How to wet top-left coordinates in DerectX 9?

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本文介绍了如何弄湿DerectX 9中的左上角坐标?的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

你好!!



我需要在DirectX 9中绘制一些东西。

我有兴趣以坐标的方式工作将被调整为像素,而(0,0)将是 TopLeft 角。以下是我的工作:



Hello!!

I need to draw something in DirectX 9.
I am interested to work in a way that the coordinates will be adjusted to pixels, while (0,0) will be the TopLeft corner. Here is what I do:

RECT clientRect;
::GetClientRect(m_hWIN, &clientRect);

D3DXMATRIX matOrtho2D, matIdentity;    

D3DXMatrixOrthoOffCenterLH(&matOrtho2D, 0, clientRect.right, 0, clientRect.bottom, 0.0f, 1.0f);
D3DXMatrixIdentity(&matIdentity);

g_pDirect3D_Device->SetTransform(D3DTS_PROJECTION, &matOrtho2D);
g_pDirect3D_Device->SetTransform(D3DTS_WORLD, &matIdentity);
g_pDirect3D_Device->SetTransform(D3DTS_VIEW, &matIdentity);





这个工作正常,除了(0,0) )是 BottomLeft 一角。如何更改它?

谢谢!



This works fine, except the (0,0) is the BottomLeft corner. How can I change it?
Thanks!

推荐答案

DirectX使用图像左侧的底部作为其原点,如这里 [ ^ ]。
DirectX uses the bottome left of the image as its origin, as described here[^].


这应添加到代码:

This should be added to the code:
D3DXMatrixTranslation(&matTranslate, 0, (float)clientRect.bottom, 0.0f);
D3DXMatrixRotationX(&matFlip, D3DXToRadian(180));
D3DXMATRIX matCoordTransform = matFlip * matTranslate;

g_pDirect3D_Device->SetTransform(D3DTS_WORLD, &matCoordTransform);


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