I have TSprite class which has texture and some other variables to control sprite itself.
In DirectX 8 there was rotation argument in ID3DXSprite.Draw() function but now in DX 9 it's gone.
So, if I have TD3DMatrix variable in my TSprite class and some private functions which translates and rotates sprite by using D3DXMatrixTranslation, D3DMatrixMultiply and etc. functions. How I can draw sprite with translated, rotated and etc. coordinates?
I mean that Draw() function takes @TD3DXVector3 structure in position for example, but how I obtain that position in vector because I'm using matrices for translation? Littlebit confusing.
TSprite = Class
procedure Rotate(Degrees: integer) ;
// calculates rotation here and stores it to TransFrm matrix.
// How this sould be called so that matrice effects?
D3DXSprite.Draw(Texture, @rect, @Origo, @Position, $FFFFFFFF);