|Microsoft DirectX 9.0|
Determines the product of the current matrix and the computed rotation matrix.
CONST D3DXVECTOR3 *pV, FLOAT Angle );
- [in] Pointer to a D3DXVECTOR3 structure that identifies the axis angle.
- [in] Angle of rotation, in radians. Angles are measured clockwise when looking along the rotation axis toward the origin.
If the method succeeds, the return value is D3D_OK.
If the method fails, the return value can be D3DERR_INVALIDCALL.
This method right-multiplies the current matrix with the computed rotation matrix, counterclockwise about the given axis with the given angle (rotation is about the current world origin).D3DXMATRIX tmp; D3DXMatrixRotationAxis( &tmp, pV, angle ); m_stack[m_currentPos] = m_stack[m_currentPos] * tmp;