?/TD> |
Microsoft DirectX 9.0 |
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 + dIf 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
Header d3dx9math.h Import library d3dx9.lib Minimum operating systems Windows 98