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 Scaling without D3DX Here is our replacement for D3DXMatrixScaling: ```// Procedure: dhMatrixScaling // Whazzit:Prepares a Matrix to scale an object along the X, Y, and Z axis. D3DXMATRIX *dhMatrixScaling(D3DXMATRIX *pOut, float sx,float sy, float sz){ pOut->_11 = sx; pOut->_12 = 0.0f; pOut->_13 = 0.0f; pOut->_14 = 0.0f; pOut->_21 = 0.0f; pOut->_22 = sy; pOut->_23 = 0.0f; pOut->_24 = 0.0f; pOut->_31 = 0.0f; pOut->_32 = 0.0f; pOut->_33 = sz; pOut->_34 = 0.0f; pOut->_41 = 0.0f; pOut->_42 = 0.0f; pOut->_43 = 0.0f; pOut->_44 = 1.0f; return pOut; } ``` Here is our new render() function: ```// Function: render // Whazzit:Draws a triangle and then presents the results. void render(void){ D3DXMATRIX matWorld; D3DXMATRIX trans_matrix; //Our translation matrix D3DXMATRIX scale_matrix; //Clear the buffer to our new colour. g_d3d_device->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.0f, 0 ); //Notify the device that we're ready to render if(SUCCEEDED(g_d3d_device->BeginScene())){ //Vertex shaders are a complex topic, but you can do some amazing things with them //For this example we're not creating one, so we tell Direct3D that we're just //using a plain vertex format. g_d3d_device->SetVertexShader(D3D8T_CUSTOMVERTEX); //D3D's rendering functions read from streams. Here we tell D3D that the //VB we created for our triangle is the stream it should read from. g_d3d_device->SetStreamSource(0,g_vb,sizeof(my_vertex)); //Big triangle off to the right dhMatrixScaling(&scale_matrix,2.0f,2.0f,2.0f); D3DXMatrixTranslation(&trans_matrix,2.0,0.0f,0.0f); D3DXMatrixMultiply(&matWorld,&scale_matrix,&trans_matrix); g_d3d_device->SetTransform(D3DTS_WORLD,&matWorld ); g_d3d_device->DrawPrimitive(D3DPT_TRIANGLELIST,0,1); //Small triangle off to the left dhMatrixScaling(&scale_matrix,0.5f,0.5f,0.5f); D3DXMatrixTranslation(&trans_matrix,-2.0,0.0f,0.0f); D3DXMatrixMultiply(&matWorld,&scale_matrix,&trans_matrix); g_d3d_device->SetTransform(D3DTS_WORLD,&matWorld ); g_d3d_device->DrawPrimitive(D3DPT_TRIANGLELIST,0,1); //Normal triangle in the center D3DXMatrixIdentity(&matWorld); g_d3d_device->SetTransform(D3DTS_WORLD,&matWorld ); g_d3d_device->DrawPrimitive(D3DPT_TRIANGLELIST,0,1); //Notify the device that we're finished rendering for this frame g_d3d_device->EndScene(); } //Show the results g_d3d_device->Present( NULL, NULL, NULL, NULL ); } ```