D3DXGeneratePMesh

Generates a progressive mesh.

HRESULT D3DXGeneratePMesh(
  LPD3DXMESH pMesh,
  CONST DWORD * pAdjacency,
  CONST D3DXATTRIBUTEWEIGHTS * pVertexAttributeWeights,
  CONST FLOAT * pVertexWeights,
  DWORD MinValue,
  DWORD Options,
  LPD3DXPMESH * ppPMesh
);

Parameters

pMesh
[in] Pointer to an ID3DXMesh interface, representing the source mesh.
pAdjacency
[in] Pointer to an array of three DWORDs per face that specify the three neighbors for each face in the created progressive mesh.
pVertexAttributeWeights
[in] Pointer to a D3DXATTRIBUTEWEIGHTS structure, containing the weight for each vertex component. If this parameter is set to NULL, a default structure is used. See Remarks.
pVertexWeights
[in] Pointer to an array of vertex weights. If this parameter is set to NULL, all vertex weights are set to 1.0. Note that the higher the vertex weight for a given vertex, the less likely it is to be simplified away.
MinValue
[in] Number of vertices or faces, depending on the flag set in the Options parameter, by which to simplify the source mesh.
Options
[in] Specifies simplification options for the mesh. One flag from the D3DXMESHSIMP enumeration can be set.
ppPMesh
[out] Address of a pointer to an ID3DXPMesh interface, representing the created progressive mesh.

Return Values

If the function succeeds, the return value is D3D_OK. If the function fails, the return value can be one of the following: D3DXERR_CANNOTATTRSORT, D3DERR_INVALIDCALL, E_OUTOFMEMORY.

Remarks

This function generates a mesh where the level of detail (LOD) can be adjusted from the current value to the MinValue.

If the simplification process cannot reduce the mesh to MinValue, the call still succeeds because MinValue is a desired minimum, not an absolute minimum.

If pVertexAttributeWeights is set to NULL, the following values are assigned to the default D3DXATTRIBUTEWEIGHTS structure.

D3DXATTRIBUTEWEIGHTS AttributeWeights;
    
AttributeWeights.Position  = 1.0;
AttributeWeights.Boundary =  1.0;
AttributeWeights.Normal   =  1.0;
AttributeWeights.Diffuse  =  0.0;
AttributeWeights.Specular =  0.0;
AttributeWeights.Tex[8]   =  {0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0};

This default structure is what most applications should use because it considers only geometric and normal adjustment. Only in special cases will the other member fields need to be modified.

Requirements

Header: Declared in D3dx9mesh.h.