PatchMesh.TessellateAdaptive Method |
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Performs adaptive tessellation based on the z-based adaptive tessellation criterion.
Visual Basic Public Sub TessellateAdaptive( _
ByVal trans As Vector4, _
ByVal maxTessellate As Integer, _
ByVal minTessellate As Integer, _
ByVal mesh As Mesh _
)C# public void TessellateAdaptive(
Vector4 trans,
int maxTessellate,
int minTessellate,
Mesh mesh
);C++ public:
void TessellateAdaptive(
Vector4 trans,
int maxTessellate,
int minTessellate,
Mesh^ mesh
);JScript public function TessellateAdaptive(
trans : Vector4,
maxTessellate : int,
minTessellate : int,
mesh : Mesh
);
trans Microsoft.DirectX.Vector4
Specifies a 4-D vector (Vector4) 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.maxTessellate System.Int32
Maximum limit for adaptive tessellation. This is the number of vertices introduced between existing vertices. The range of this integer value is between param_Int32_minTessellate and 32.minTessellate System.Int32
Minimum limit for adaptive tessellation. This is the number of vertices introduced between existing vertices. The range of this integer value is between 1 and param_Int32_maxTessellate.mesh Microsoft.DirectX.Direct3D.Mesh
Resulting tessellated mesh. For more information, see Mesh.
This method performs most efficiently if the patch mesh is optimized using PatchMesh.Optimize.
Exceptions
InvalidCallException The method call is invalid. For example, a method's parameter might contain an invalid value. OutOfMemoryException Microsoft Direct3D could not allocate sufficient memory to complete the call.
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