|Microsoft DirectX 9.0|
Determines the product of the computed rotation matrix (composed of a given yaw, pitch, and roll) and the current matrix.
FLOAT Yaw, FLOAT Pitch, FLOAT Roll );
- [in] The yaw around the y-axis in radians.
- [in] The pitch around the x-axis in radians.
- [in] The roll around the z-axis in radians.
If the method succeeds, the return value is D3D_OK.
This method left-multiplies the current matrix with the computed rotation matrix. All angles are counterclockwise and rotation is about the local origin of the object.D3DXMATRIX tmp; D3DXMatrixRotationYawPitchRoll( &tmp, yaw, pitch, roll ); m_stack[m_currentPos] = tmp * m_stack[m_currentPos];