D3DPATCHEDGESTYLE

Defines whether the current tessellation mode is discrete or continuous.

typedef enum D3DPATCHEDGESTYLE
{
    D3DPATCHEDGE_DISCRETE = 0,
    D3DPATCHEDGE_CONTINUOUS = 1,
    D3DPATCHEDGE_FORCE_DWORD = 0x7fffffff,
} D3DPATCHEDGESTYLE, *LPD3DPATCHEDGESTYLE;

Constants

D3DPATCHEDGE_DISCRETE
Discrete edge style. In discrete mode, you can specify float tessellation but it will be truncated to integers.
D3DPATCHEDGE_CONTINUOUS
Continuous edge style. In continuous mode, tessellation is specified as float values that can be smoothly varied to reduce "popping" artifacts.
D3DPATCHEDGE_FORCE_DWORD
Forces this enumeration to compile to 32 bits in size. Without this value, some compilers would allow this enumeration to compile to a size other than 32 bits. This value is not used.

Remarks

Note that continuous tessellation produces a completely different tessellation pattern from the discrete one for the same tessellation values (this is more apparent in wireframe mode). Thus, 4.0 continuous is not the same as 4 discrete.