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.