I am trying to (using a 2D Directx9 engine library) rotate/translate a set of points in a vertex buffer.
I understand how this would be done in a 3D system - i.e using the vertex shader stage of the rendering pipeline with transformation matricies...
But Im not sure that applies in 2D? (or am I wrong). I don't know where the vertex shader stage happens in 2D or at least in the 2D engine library I am using (from the book Programming2DGames)? or whether it happens at all?
Basically I can create a transformation matrix using some thing like D3DXMatrixTransformation2D() and I know how to apply that to an LPD3DXSPRITE object (using Sprite->SetTransform()), but how can I apply that transformation matrix to a set of 10+ coordinates stored in a vertex Buffer instead of a sprite.
Any help or suggestions would be greatly appreciated. Thanks