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.
Windows NT/2000: Requires Windows 2000.
Windows 95/98: Requires Windows 95 or later. Available as a redistributable for Windows 95.
Header: Declared in d3dtypes.h.
See Also
D3DOPCODE