41 ID3D10Resource* resource;
42 dxSprite.pTexture->GetResource(&resource);
43 static_cast<ID3D10Texture2D*
>(resource)->GetDesc(&
desc);
44 SAFE_RELEASE(resource);
55 D3DXMATRIX matScaling;
56 D3DXMatrixScaling(&matScaling, static_cast<float>(
width), static_cast<float>(
height), 1.0f);
57 D3DXMATRIX matTranslation;
59 D3DXMATRIX matRotation;
60 D3DXMatrixRotationZ(&matRotation,
rotate);
61 dxSprite.matWorld = matScaling * matRotation * matTranslation;
82 RtlZeroMemory(&
dxSprite,
sizeof(D3DX10_SPRITE));
bool IsVisible(std::string elementName)
D3D10_TEXTURE2D_DESC desc
std::string pathAndFilename
void Log(const char *msg, Level level=Info, int errorCode=0)
These have to be in this order.
ID3D10ShaderResourceView * GetTextureSRV(Logger *prmLogger, std::string pathAndFilename)
bool IsDim(std::string elementName)
void Initialize(Logger *prmLogger, Bus *prmBus, DEVICE_OBJECT *prmpDevice, int prmScreenHeight, int prmElementX, int prmElementY, bool prmFlip)