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Microsoft DirectX 9.0

D3DXMatrixShadow Function


Builds a matrix that flattens geometry into a plane.

Syntax

D3DXMATRIX *D3DXMatrixShadow(      

    D3DXMATRIX *pOut,     CONST D3DXVECTOR4 *pLight,     CONST D3DXPLANE *pPlane );

Parameters

pOut
[in, out] Pointer to the D3DXMATRIX structure that is the result of the operation.
pLight
[in] Pointer to a D3DXVECTOR4 structure describing the light's position.
pPlane
[in] Pointer to the source D3DXPLANE structure.

Return Value

Pointer to a D3DXMATRIX structure that flattens geometry into a plane.



Remarks

The D3DXMatrixShadow function flattens geometry into a plane, as if casting a shadow from a light.

The return value for this function is the same value returned in the pOut parameter. In this way, the D3DXMatrixShadow function can be used as a parameter for another function.

This function uses the following formula to compute the returned matrix.
P = normalize(Plane);
L = Light;
d = dot(P, L)

P.a * L.x + d  P.a * L.y      P.a * L.z      P.a * L.w  
P.b * L.x      P.b * L.y + d  P.b * L.z      P.b * L.w  
P.c * L.x      P.c * L.y      P.c * L.z + d  P.c * L.w  
P.d * L.x      P.d * L.y      P.d * L.z      P.d * L.w + d

If the light's w-component is 0, the ray from the origin to the light represents a directional light. If it is 1, the light is a point light.

Function Information

Headerd3dx9math.h
Import libraryd3dx9.lib
Minimum operating systems Windows 98


© 2002 Microsoft Corporation. All rights reserved.