D3DVERTEXBLENDFLAGS
Defines flags used to control the number or matrices that the system applies when performing multimatrix vertex blending.
typedef enum D3DVERTEXBLENDFLAGS
{
D3DVBF_DISABLE = 0,
D3DVBF_1WEIGHTS = 1,
D3DVBF_2WEIGHTS = 2,
D3DVBF_3WEIGHTS = 3,
D3DVBF_TWEENING = 255,
D3DVBF_0WEIGHTS = 256,
} D3DVERTEXBLENDFLAGS, *LPD3DVERTEXBLENDFLAGS;
Constants
- D3DVBF_DISABLE
- Disable vertex blending; apply only the world matrix set by the D3DTS_WORLDMATRIX macro, where the index value for the transformation state is 0.
- D3DVBF_1WEIGHTS
- Enable vertex blending between the two matrices set by the D3DTS_WORLDMATRIX macro, where the index value for the transformation states are 0 and 1.
- D3DVBF_2WEIGHTS
- Enable vertex blending between the three matrices set by the D3DTS_WORLDMATRIX macro, where the index value for the transformation states are 0, 1, and 2.
- D3DVBF_3WEIGHTS
- Enable vertex blending between the four matrices set by the D3DTS_WORLDMATRIX macro, where the index value for the transformation states are 0, 1, 2, and 3.
- D3DVBF_TWEENING
- Vertex blending is done by using the value assigned to D3DRS_TWEENFACTOR.
- D3DVBF_0WEIGHTS
- Use a single matrix with a weight of 1.0.
Remarks
Members of this type are used with the D3DRS_VERTEXBLEND render state.
Geometry blending (multimatrix vertex blending) requires that your application use a vertex format that has blending (beta) weights for each vertex.
See Also
D3DRENDERSTATETYPE, D3DTS_WORLD, D3DTS_WORLDn, D3DTS_WORLDMATRIX