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/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