Microsoft DirectX 8.0 (C++)

Setting and Retrieving Texture Coordinate Transformations

Like the matrices that your application uses for geometry, you set and retrieve texture coordinate transformations by calling the IDirect3DDevice8::SetTransform and IDirect3DDevice8::GetTransform methods. These methods accept the D3DTS_TEXTURE0 through D3DTS_TEXTURE7 members of the D3DTRANSFORMSTATETYPE enumerated type to identify the transformation matrices for texture stages 0 through 7, respectively.

The following code sets a matrix to apply to the texture coordinates for texture stage 0.

// For this example, the d3dDevice variable contains a 
// valid pointer to an IDirect3DDevice8 interface.
//
D3DMATRIX matTrans = D3DXMatrixIdentity( NULL );

// Set-up the matrix for the desired transformation.
d3dDevice->SetTransform( D3DTS_TEXTURE0, &matTrans );