Microsoft DirectX 8.0 (C++) |
A frame is expected to take the following structure.
Frame Aframe { // The frame name is chosen for convenience. FrameTransformMatrix { ...transform data... } [ Meshes ] and/or [ More frames] }
Place the defined cube mesh inside a frame with an identity transform. Then apply an animation to this frame.
Frame CubeFrame { FrameTransformMatrix { 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000;; } {CubeMesh} // You could have the mesh inline, but this // uses an object reference instead. }