D3D Matrices
This code sample is named tut03_matrices. It is the third in a series of tutorials on using Direct3D Mobile. It demonstrates how to render 3D geometry.
Feature Area
Relevant APIs
- IDirect3DMobileDevice::SetTransform function
Usage
To run the code sample
Navigate to the solution file (*.sln), and double-click it. By default, the solution file is copied to the following folder:
C:\Program Files\Windows CE Tools\wce500\Windows Mobile 5.0 Pocket PC SDK\Samples\CPP\Win32\Directx\d3dm\tutorials\Tut03_matrices\``tut03_matrices.sln
Microsoft Visual Studio 2005 launches and loads the solution.
Build the solution (Ctrl+Shift+B).
Deploy the solution (F5).
Remarks
The tut03_matrices code sample is an extension of tut02_vertices.
It is assumed that you already know how to create a device and render 2D vertices. This tutorial goes the next step and renders 3D geometry.
To deal with 3D geometry, you use 4x4 matrices to transform the geometry with translations, rotations, scaling, and setting up the camera. Geometry is defined in "model space." You can move it (translation), rotate it (rotation), or stretch it (scaling) using a world transform. The geometry is then said to be in "world space."
Next, you need to position the camera, or "eye point," somewhere to look at the geometry. Another transform, via the view matrix, is used to position and rotate the view. With the geometry in view space, your last transform is the projection transform, which "projects" the 3D scene into the 2D viewport.
Requirements
Pocket PC SDK: Windows Mobile 5.0 Pocket PC SDK.
Development Environment: Visual Studio 2005.
ActiveSync: Version 4.0.
See Also
Code Samples | D3D Create Device (tut01_createdevice) | D3D Vertices (tut02_vertices) | D3D Dynamic Lighting (tut04_lights) | D3D Texture Mapping (tut05_textures) | D3D Fixed Point Data (tut06_fixedpoint) | Direct3D Mobile Rendering Pipeline
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