ID3DXPatchMesh::TessellateAdaptive
Performs adaptive tessellation based on the z-based adaptive tessellation criterion.
HRESULT TessellateAdaptive(
CONST D3DXVECTOR4* pTrans,
DWORD dwMaxTessLevel,
DWORD dwMinTessLevel,
LPD3DXMESH pMesh
);
Parameters
- pTrans
- [in] Specifies a 4D vector that is dotted with the vertices to get the per-vertex adaptive tessellation amount. Each edge is tessellated to the average value of the tessellation levels for the two vertices it connects.
- dwMaxTessLevel
- [in] Maximum limit for adaptive tessellation. This is the number of vertices introduced between existing vertices. This integer value can range from 1 to 32, inclusive.
- dwMinTessLevel
- [in] Minimum limit for adaptive tessellation. This is the number of vertices introduced between existing vertices. This integer value can range from 1 to 32, inclusive.
- pMesh
- [in] Resulting tessellated mesh. See ID3DXMesh.
Return Values
If the method succeeds, the return value is D3D_OK. If the method fails, the return value can be one of the following: D3DERR_INVALIDCALL, E_OUTOFMEMORY.
Remarks
This function will perform more efficiently if the patch mesh has been optimized using ID3DXPatchMesh::Optimize.
Requirements
Header: Declared in D3dx9mesh.h.