DirectX SDK

D3DVERTEXBLENDFLAGS

The D3DVERTEXBLENDFLAGS enumerated type defines flags used to control the number or matrices that the system applies when performing multimatrix vertex blending. Members of this type are used with the D3DRENDERSTATE_VERTEXBLEND render state.

typedef enum _D3DVERTEXBLENDFLAGS { 
    D3DVBLEND_DISABLE  = 0, 
    D3DVBLEND_1WEIGHT  = 1, 
    D3DVBLEND_2WEIGHTS = 2, 
    D3DVBLEND_3WEIGHTS = 3, 
} D3DVERTEXBLENDFLAGS; 

Members

D3DVBLEND_DISABLE
Disable vertex blending; only apply the world matrix specified by the D3DTRANSFORMSTATE_WORLD transformation state.
D3DVBLEND_1WEIGHT
Enable vertex blending between the two matrices set by the D3DTRANSFORMSTATE_WORLD and D3DTRANSFORMSTATE_WORLD1 transformation states.
D3DVBLEND_2WEIGHTS
Enable vertex blending between the three matrices set by the D3DTRANSFORMSTATE_WORLD, D3DTRANSFORMSTATE_WORLD1, and D3DTRANSFORMSTATE_WORLD2 transformation states.
D3DVBLEND_3WEIGHTS
Enable vertex blending between the four matrices set by the D3DTRANSFORMSTATE_WORLD, D3DTRANSFORMSTATE_WORLD1, D3DTRANSFORMSTATE_WORLD2, and D3DTRANSFORMSTATE_WORLD3 transformation states.

Remarks

Geometry blending (multimatrix vertex blending) requires that your application use a vertex format that has blending (beta) weights for each vertex.

See Also

D3DRENDERSTATETYPE, D3DTRANSFORMSTATETYPE, IDirect3DDevice7::SetTransform, Geometry Blending