Original Post
Im trying to get the position (_41, _42) from the constructed matrix (D3DXMatrixTransformation2D). The main problem is, when rotation is not 0, the position from matrix is rotated too. The rotation center is set to half size of texture (rectangle), and it doesn't seems to rotate position around this RotationCenter point. If the rotation value is 0, then the position vector from matrix is exactly what it should be.
It's a hierarchical system, so i cant just use the Position what set by the user, i must reconstruct after D3DXSprite's SetTransform call.
Why rotates the Position? Or how can i restore the correct position value?
EDIT: I forgot to mention, the sprite is rendered the correct position to the screen!
It's a hierarchical system, so i cant just use the Position what set by the user, i must reconstruct after D3DXSprite's SetTransform call.
Why rotates the Position? Or how can i restore the correct position value?
EDIT: I forgot to mention, the sprite is rendered the correct position to the screen!