Nuta
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Note
The D3DX utility library is deprecated. We recommend that you use DirectXMath instead along with this header from GitHub.
Determines the product of the current matrix and the computed translation matrix determined by the given factors (x, y, and z).
Syntax
HRESULT Translate(
[in] FLOAT x,
[in] FLOAT y,
[in] FLOAT z
);
Parameters
-
x [in]
-
Type: FLOAT
The translation factor in the x-direction.
-
y [in]
-
Type: FLOAT
The translation factor in the y-direction.
-
z [in]
-
Type: FLOAT
The translation factor in the z-direction.
Return value
Type: HRESULT
If the method succeeds, the return value is D3D_OK.
Remarks
This method right-multiplies the current matrix with the computed translation matrix (transformation is about the current world origin).
D3DXMATRIX tmp;
D3DXMatrixTranslation( &tmp, x, y, z );
m_stack[m_currentPos] = m_stack[m_currentPos] * tmp;
Requirements
| Requirement | Value |
|---|---|
| Header |
|
| Library |
|
See also