D3DX10_SPRITE structure
Defines position, texture, and color information about a sprite.
Syntax
typedef struct D3DX10_SPRITE {
D3DXMATRIX matWorld;
D3DXVECTOR2 TexCoord;
D3DXVECTOR2 TexSize;
D3DXCOLOR ColorModulate;
ID3D10ShaderResourceView *pTexture;
UINT TextureIndex;
} D3DX10_SPRITE;
Members
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matWorld
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Type: D3DXMATRIX
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The sprite's model-world transformation. This defines the position and orientation of the sprite in world space.
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TexCoord
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Type: D3DXVECTOR2
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Offset from the upper-left corner of the texture indicating where the sprite image should start in the texture. TexCoord is in texture coordinates.
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TexSize
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Type: D3DXVECTOR2
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A vector containing the width and height of the sprite in texture coordinates.
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ColorModulate
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Type: D3DXCOLOR
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A color that will be multiplied with the pixel color before rendering.
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pTexture
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Type: ID3D10ShaderResourceView*
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Pointer to a shader-resource view representing the sprite's texture. See ID3D10ShaderResourceView Interface.
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TextureIndex
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Type: UINT
-
The index of the texture. If pTexture does not represent a texture array, then this should be 0.
Requirements
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Header |
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See also