IDirect3DDevice3::BeginIndexed

The IDirect3DDevice3::BeginIndexed method defines the start of a primitive based on indexing into an array of vertices. This method fails if it is called after a call to the IDirect3DDevice3::Begin or IDirect3DDevice3::BeginIndexed method that has no corresponding call to IDirect3DDevice3::End. The only method you can legally call between calls to IDirect3DDevice3::BeginIndexed and IDirect3DDevice3::End is IDirect3DDevice3::Index.

HRESULT BeginIndexed(
  D3DPRIMITIVETYPE dptPrimitiveType,  
  DWORD  dwVertexTypeDesc,            
  LPVOID lpvVertices,                 
  DWORD  dwNumVertices,               
  DWORD  dwFlags                      
);
 

Parameters

dptPrimitiveType
Type of primitive to be rendered by this command. This must be one of the members of the D3DPRIMITIVETYPE enumerated type. Note that the D3DPT_POINTLIST member of D3DPRIMITIVETYPE is not indexed.
dwVertexTypeDesc
A combination of flexible vertex format flags that describes the vertex format being used. Only vertices that match this type will be accepted before the corresponding IDirect3DDevice3::End.
lpvVertices
Pointer to the list of vertices to be used in the primitive sequence.
dwNumVertices
Number of vertices in the array at lpvVertices.
dwFlags
One or more of the following flags defining how the primitive is drawn:
D3DDP_DONOTCLIP
The application has already done the required clipping, so the system should not necessarily clip the primitives. (This flag is a hint; the system may clip the primitive even when this flag is specified, under some circumstances.)
D3DDP_DONOTLIGHT
Disables the Direct3D lighting engine. The system uses the diffuse and specular components at each vertex for shading when it rasterizes the set of primitives. If a diffuse or specular component is not specified, the system uses the default color for the missing component (0xFFFFFFFF for diffuse and 0x00000000 for specular).
D3DDP_DONOTUPDATEEXTENTS
Disables the updating of the screen rectangle affected by this rendering call. Using this flag can potentially help performance, but the extents returned by IDirect3DDevice3::GetClipStatus will not have been updated to account for the data rendered by this call.
D3DDP_WAIT
Causes the method to wait until the polygons have been rendered before it returns, instead of returning as soon as the polygons have been sent to the card. (On scene-capture cards, the method returns as soon as the card responds.) This flag is typically used for debugging. Applications should not attempt to use this flag to ensure that a scene is up-to-date before continuing.

Return Values

If the method succeeds, the return value is D3D_OK.

If the method fails, the return value may be one of the following values:

D3DERR_INVALIDRAMPTEXTURE Ramp mode is being used and the texture handle in the current material does not match the current texture handle that is set as a render state.
DDERR_INVALIDPARAMS One of the arguments is invalid.

Remarks

This method differs from its counterpart in the IDirect3DDevice2 interface in that it accepts a flexible vertex format descriptor rather than a member of the D3DVERTEXTYPE enumerated type as the second parameter. If you attempt to use one of the members of D3DVERTEXTYPE, the method fails, returning DDERR_INVALIDPARAMS. For more information, see Vertex Formats.

This method was first introduced in the IDirect3DDevice2 interface.

QuickInfo

  Windows NT/2000: Requires Windows 2000.
  Windows 95/98: Requires Windows 95 or later. Available as a redistributable for Windows 95.
  Header: Declared in d3d.h.
  Import Library: Use ddraw.lib.

See Also

IDirect3DDevice3::Begin, IDirect3DDevice3::End, IDirect3DDevice3::Index