hä? was labert ihr da eigentl. ?
[auszug aus dx-docu beachte bitte den 2. param: CONST RECT *pSrcRect, ]
ID3DXSprite:
raw Method
--------------------------------------------------------------------------------
Draws a simple sprite in screen space.
Syntax
HRESULT Draw( LPDIRECT3DTEXTURE9 pSrcTexture,
CONST RECT *pSrcRect,
CONST D3DXVECTOR2 *pScaling,
CONST D3DXVECTOR2 *pRotationCenter,
FLOAT Rotation,
CONST D3DVECTOR2 *pTranslation,
D3DCOLOR Color
);
Parameters
pSrcTexture
[in] Pointer to an IDirect3DTexture9 interface, representing the source image used for the sprite.
pSrcRect
[in] Pointer to a RECT structure that indicates what portion of the source texture to use for the sprite. If this parameter is NULL, then the entire source image is used for the sprite; however, you can specify a subrectangle of the source image instead. Before transformation, the size of the sprite is defined by pSrcRect with the upper left corner at the origin (0,0).
pScaling
[in] Pointer to a D3DXVECTOR2 structure, containing the scaling vector. If this parameter is NULL, the value (1.0, 1.0) is used. Since pScaling is vector, a multiplier of 1.0 would preserve the source image size.
pRotationCenter
[in] Pointer to a D3DXVECTOR2 structure, containing the point in screen pixels that identifies the center of rotation. If this argument is NULL, the point (0,0) is used, which is the upper-left corner of the texture.
Rotation
[in] Value that specifies the rotation in radians, counterclockwise.
pTranslation
[in] Pointer to a D3DXVECTOR2 structure, containing the translation in screen pixels. If this argument is NULL, the point (0,0) is used.
Color
[in] D3DCOLOR type. The color and alpha channels are modulated by this value. A value of 0xFFFFFFFF maintains the original source color and alpha data.
Return Value
[/auszug]
...somit macht die Draw-funktion doch schon genau das was du willst ?????