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D3DXMATRIX mInvView;
D3DXMatrixInverse(mInvView,NULL,&m_mView);
D3DXVECTOR3 * pZBasis = (D3DXVECTOR3 *)&mInvView._31;
请问谁知道 D3DXVECTOR3 * pZBasis = (D3DXVECTOR3 *)&mInvView._31; 这句是怎么解释的吗?FLOAT * 是怎么强制类型转换成*D3DXVECTOR3的[来源:GameRes.com]?
转换后pZBasis->x pZBasis->y pZBasis->z 的值分别是多少?
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