D3DPROCESSVERTICES

The D3DPROCESSVERTICES structure describes how vertices in the execute buffer should be handled by the driver. This is used by the D3DOP_PROCESSVERTICES opcode in the D3DOPCODE enumerated type.

typedef struct _D3DPROCESSVERTICES {

DWORD dwFlags;

WORD wStart;

WORD wDest;

DWORD dwCount;

DWORD dwReserved;

} D3DPROCESSVERTICES, *LPD3DPROCESSVERTICES;

Members

dwFlags

One or more of the following flags indicating how the driver should process the vertices:

D3DPROCESSVERTICES_COPY
  Vertices should simply be copied to the driver, because they have always been transformed and lit. If all the vertices in the execute buffer can be copied, the driver does not need to do the work of processing the vertices, and a performance improvement results.
D3DPROCESSVERTICES_NOCOLOR
  Vertices should not be colored.
D3DPROCESSVERTICES_OPMASK
  Specifies a bitmask of the other flags in the dwFlags member, exclusive of D3DPROCESSVERTICES_NOCOLOR and D3DPROCESSVERTICES_UPDATEEXTENTS.
D3DPROCESSVERTICES_TRANSFORM
  Vertices should be transformed.
D3DPROCESSVERTICES_TRANSFORMLIGHT
  Vertices should be transformed and lit.
D3DPROCESSVERTICES_UPDATEEXTENTS
  Extents of all transformed vertices should be updated. This information is returned in the drExtent member of the D3DSTATUS structure.

wStart

Index of the first vertex in the source.

wDest

Index of the first vertex in the local buffer.

dwCount

Number of vertices to be processed.

dwReserved

Reserved; must be zero.

QuickInfo

  Windows NT: Use version 5.0 or later.
  Windows: Use Windows 95 or later. Available as a redistributable for Windows 95.
  Windows CE: Unsupported.
  Header: Declared in d3dtypes.h.

See Also

D3DOPCODE