D3DTRANSFORMSTATETYPE enumeration

Defines constants that describe transformation state values.

Syntax

typedef enum D3DTRANSFORMSTATETYPE { 
  D3DTS_VIEW         = 2,
  D3DTS_PROJECTION   = 3,
  D3DTS_TEXTURE0     = 16,
  D3DTS_TEXTURE1     = 17,
  D3DTS_TEXTURE2     = 18,
  D3DTS_TEXTURE3     = 19,
  D3DTS_TEXTURE4     = 20,
  D3DTS_TEXTURE5     = 21,
  D3DTS_TEXTURE6     = 22,
  D3DTS_TEXTURE7     = 23,
  D3DTS_FORCE_DWORD  = 0x7fffffff
} D3DTRANSFORMSTATETYPE, *LPD3DTRANSFORMSTATETYPE;

Constants

D3DTS_VIEW

Identifies the transformation matrix being set as the view transformation matrix. The default value is NULL (the identity matrix).

D3DTS_PROJECTION

Identifies the transformation matrix being set as the projection transformation matrix. The default value is NULL (the identity matrix).

D3DTS_TEXTURE0

Identifies the transformation matrix being set for the specified texture stage.

D3DTS_TEXTURE1

Identifies the transformation matrix being set for the specified texture stage.

D3DTS_TEXTURE2

Identifies the transformation matrix being set for the specified texture stage.

D3DTS_TEXTURE3

Identifies the transformation matrix being set for the specified texture stage.

D3DTS_TEXTURE4

Identifies the transformation matrix being set for the specified texture stage.

D3DTS_TEXTURE5

Identifies the transformation matrix being set for the specified texture stage.

D3DTS_TEXTURE6

Identifies the transformation matrix being set for the specified texture stage.

D3DTS_TEXTURE7

Identifies the transformation matrix being set for the specified texture stage.

D3DTS_FORCE_DWORD

Forces this enumeration to compile to 32 bits in size. Without this value, some compilers would allow this enumeration to compile to a size other than 32 bits. This value is not used.

Remarks

The transform states in the range 256 through 511 are reserved to store up to 256 world matrices that can be indexed using the D3DTS_WORLDMATRIX and D3DTS_WORLD macros.

Macros Description
D3DTS_WORLD Equivalent to D3DTS_WORLDMATRIX(0).
D3DTS_WORLDMATRIX (index) Identifies the transform matrix to set for the world matrix at index. Multiple world matrices are used only for vertex blending. Otherwise only D3DTS_WORLD is used.

 

Requirements

Requirement Value
Header
D3D9Types.h

See also

Direct3D Enumerations

IDirect3DDevice9::GetTransform

IDirect3DDevice9::MultiplyTransform

IDirect3DDevice9::SetTransform

D3DTS_WORLD

D3DTS_WORLDn

D3DTS_WORLDMATRIX