Device.ProcessVertices Method

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Applies the vertex processing defined by the vertex shader to the set of input data streams, generating a single stream of interleaved vertex data to the destination vertex buffer.

Overload List

public void ProcessVertices(int, int, int, VertexBuffer, VertexDeclaration);
public void ProcessVertices(int, int, int, VertexBuffer, VertexDeclaration, bool);

Remarks

The order of operations for this method is as follows.

Note that the user does not have access to the internal clip code buffer. No clipping is done on triangles or any other primitives.

The destination vertex buffer, param_VertexBuffer_destBuffer, must be created with a nonzero flexible vertex format parameter. The flexible vertex format (FVF) code specified during the call to the VertexBuffer constructor method specifies the vertex elements present in the destination vertex buffer.

When Microsoft Direct3D generates texture coordinates or copies or transforms input texture coordinates, and the output texture coordinate format defines more texture coordinate components than Direct3D generates, Direct3D does not change the extra components.

Exceptions
InvalidCallException The method call is invalid. For example, a method's parameter might contain an invalid value.


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