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# How do i rotate a quad by its origen/pivot point? direct3d

Posted on 2007-11-21

How do i rotate a quad by its origen/pivot point? direct3d

i use the following: for define my quad i know how to rotate it by it rotates by the top-left point and not by his origen point? any help?

i really need this.

vertexarray[0].x := 0;

vertexarray[0].y := 0;

vertexarray[0].z := 0.0;

vertexarray[1].x := 0;

vertexarray[1].y := 64;

vertexarray[1].z := 0.0;

vertexarray[2].x := 0;

vertexarray[2].y := 0;

vertexarray[2].z := 0.0;

vertexarray[2].rhw := 1.0;

vertexarray[3].x := 64;

vertexarray[3].y := 0;

vertexarray[3].z := 0.0;

vertexarray[4].x := 64;

vertexarray[4].y := 0;

vertexarray[4].z := 0.0;

vertexarray[5].x := 64;

vertexarray[5].y := 64;

vertexarray[5].z := 0.0;

vertexarray[6].x := 0;

vertexarray[6].y := 64;

vertexarray[6].z := 0.0;