
void CSprite::render()
{
D3DXMATRIX matrix;
m_sprite->GetTransform(&matrix);
D3DXVECTOR2 translation = D3DXVECTOR2((FLOAT)m_iCurX, (FLOAT)m_iCurY);
D3DXVECTOR2 scale = D3DXVECTOR2((FLOAT)m_fScaleFactorX, (FLOAT)m_fScaleFactorY);
D3DXVECTOR2 scalecenter = D3DXVECTOR2((FLOAT)m_iCurW/2, (FLOAT)m_iCurH/2);
D3DXMatrixTransformation2D(&matrix, &scalecenter, 0, &scale, 0, 0, &translation);
m_sprite->SetTransform(&matrix);
m_sprite->Begin(D3DXSPRITE_SORT_TEXTURE);
m_sprite->Draw(m_tex, 0, 0, 0, D3DCOLOR_ARGB(m_iCurAlpha, 255, 255, 255));
m_sprite->End();
}