ID3DXSprite::Draw method
Adds a sprite to the list of batched sprites.
Syntax
HRESULT Draw(
[in] LPDIRECT3DTEXTURE9 pTexture,
[in] const RECT *pSrcRect,
[in] const D3DXVECTOR3 *pCenter,
[in] const D3DXVECTOR3 *pPosition,
[in] D3DCOLOR Color
);
Parameters
-
pTexture [in]
-
Type: LPDIRECT3DTEXTURE9
Pointer to an IDirect3DTexture9 interface that represents the sprite texture.
-
pSrcRect [in]
-
Type: const RECT*
Pointer to a RECT structure that indicates the portion of the source texture to use for the sprite. If this parameter is NULL, then the entire source image is used for the sprite.
-
pCenter [in]
-
Type: const D3DXVECTOR3*
Pointer to a D3DXVECTOR3 vector that identifies the center of the sprite. If this argument is NULL, the point (0,0,0) is used, which is the upper-left corner.
-
pPosition [in]
-
Type: const D3DXVECTOR3*
Pointer to a D3DXVECTOR3 vector that identifies the position of the sprite. If this argument is NULL, the point (0,0,0) is used, which is the upper-left corner.
-
Color [in]
-
Type: D3DCOLOR
D3DCOLOR type. The color and alpha channels are modulated by this value. A value of 0xFFFFFFFF maintains the original source color and alpha data. Use the D3DCOLOR_RGBA macro to help generate this color.
Return value
Type: HRESULT
If the method succeeds, the return value is S_OK. If the method fails, the return value can be one of the following: D3DERR_INVALIDCALL, D3DXERR_INVALIDDATA.
Remarks
To scale, rotate, or translate a sprite, call ID3DXSprite::SetTransform with a matrix that contains the scale, rotate, and translate (SRT) values, before calling ID3DXSprite::Draw. For information about setting SRT values in a matrix, see Matrix Transforms.
Requirements
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See also