This section contains the reference pages for the methods of the IDirect3DRMMeshBuilder3 interface that begin with the letters N through Z.
Optimizes the MeshBuilder object for the current device. Note that this may be an expensive operation.
Syntax
HRESULT Optimize (DWORD dwFlags);
Parameters
- dwFlags
- Must be zero.
Return Value
Returns one of the following values:
DDERR_INVALIDOBJECT DDERR_INVALIDPARAMS DD_OK
Remarks
This method was introduced with DirectX version 6.0.
Reserves space within a Direct3DRMMeshBuilder3 object for the specified number of vertices, normals, and faces. This allows the system to use memory more efficiently.
Syntax
HRESULT ReserveSpace(
DWORD vertexCount,
DWORD normalCount,
DWORD faceCount
);
Parameters
- vertexCount, normalCount, and faceCount
- Number of vertices, normals, and faces to allocate space for.
Return Value
Returns D3DRM_OK if successful, or an error otherwise. For a list of possible errors, see Direct3D Retained Mode Return Values.
Saves a Direct3DRMMeshBuilder3 object.
Syntax
HRESULT Save(
const char * lpFilename,
D3DRMXOFFORMAT d3drmXOFFormat,
D3DRMSAVEOPTIONS d3drmSOContents
);
Parameters
- lpFilename
- Address specifying the name of the created file. This file must have a .x file name extension.
- d3drmXOFFormat
- The D3DRMXOF_TEXT value from the D3DRMXOFFORMAT enumerated type.
- d3drmSOContents
- Value of the D3DRMSAVEOPTIONS type describing the save options.
Return Value
Returns D3DRM_OK if successful, or an error otherwise. For a list of possible errors, see Direct3D Retained Mode Return Values.
Scales a Direct3DRMMeshBuilder3 object by the given scaling factors, parallel to the x-, y-, and z-axes in model coordinates.
Syntax
HRESULT Scale(
D3DVALUE sx,
D3DVALUE sy,
D3DVALUE sz
);
Parameters
- sx, sy, and sz
- Scaling factors that are applied along the x-, y-, and z-axes.
Return Value
Returns D3DRM_OK if successful, or an error otherwise. For a list of possible errors, see Direct3D Retained Mode Return Values.
Sets all the faces of a Direct3DRMMeshBuilder3 object to a given color.
Syntax
HRESULT SetColor(
D3DCOLOR color
);
Parameters
- color
- Color of the faces. Be sure to set the alpha component as well as the red, green, and blue color components or your objects might not be visible. The RGBA_MAKE DirectX macro allows you to specify these values.
Return Value
Returns D3DRM_OK if successful, or an error otherwise. For a list of possible errors, see Direct3D Retained Mode Return Values.
Sets all the faces of a Direct3DRMMeshBuilder3 object to a given color.
Syntax
HRESULT SetColorRGB(
D3DVALUE red,
D3DVALUE green,
D3DVALUE blue
);
Parameters
- red, green, and blue
- Red, green, and blue components of the color.
Return Value
Returns D3DRM_OK if successful, or an error otherwise. For a list of possible errors, see Direct3D Retained Mode Return Values.
Sets the color source of a Direct3DRMMeshBuilder3 object.
Syntax
HRESULT SetColorSource(
D3DRMCOLORSOURCE source
);
Parameters
- source
- Member of the D3DRMCOLORSOURCE enumerated type that specifies the new color source to use.
Return Value
Returns D3DRM_OK if successful, or an error otherwise. For a list of possible errors, see Direct3D Retained Mode Return Values.
See Also
Sets the material of all the faces of a Direct3DRMMeshBuilder3 object.
Syntax
HRESULT SetMaterial(
LPDIRECT3DRMMATERIAL2 lpIDirect3DRMmaterial
);
Parameters
- lpIDirect3DRMmaterial
- Address of IDirect3DRMMaterial2 interface for the Direct3DRMMeshBuilder3 object.
Return Value
Returns D3DRM_OK if successful, or an error otherwise. For a list of possible errors, see Direct3D Retained Mode Return Values.
Sets the normal vector of a specified vertex in a Direct3DRMMeshBuilder3 object.
Syntax
HRESULT SetNormal(
DWORD index,
D3DVALUE x,
D3DVALUE y,
D3DVALUE z
);
Parameters
- index
- Index of the normal to be set.
- x, y, and z
- The x-, y-, and z-components of the vector to assign to the specified normal.
Return Value
Returns D3DRM_OK if successful, or an error otherwise. For a list of possible errors, see Direct3D Retained Mode Return Values.
Sets the normals that previously have been defined in the Direct3DRMMeshBuilder3 object.
Syntax
HRESULT SetNormals( DWORD dwFirst, DWORD dwCount, LPD3DVECTOR lpdvVector);
Parameters
- dwFirst
- Index of the first normal to be modified.
- dwCount
- Number of normals to be modified.
- lpdvVector
- Array of vectors describing the new normal data.
Return Value
Returns one of the following values:
D3DRMERR_OUTOFRANGE DDERR_INVALIDOBJECT DDERR_INVALIDPARAMS DD_OK
Remarks
This method was introduced with DirectX version 6.0.
See Also
Enables or disables perspective-correct texture-mapping for a Direct3DRMMeshBuilder3 object.
Syntax
HRESULT SetPerspective(
BOOL perspective
);
Parameters
- perspective
- Specify TRUE if the mesh should be texture-mapped with perspective correction, or FALSE otherwise.
Return Value
Returns D3DRM_OK if successful, or an error otherwise. For a list of possible errors, see Direct3D Retained Mode Return Values.
Sets the rendering quality of a Direct3DRMMeshBuilder3 object.
Syntax
HRESULT SetQuality(
D3DRMRENDERQUALITY quality
);
Parameters
- quality
- Member of the D3DRMRENDERQUALITY enumerated type that specifies the new rendering quality to use.
Return Value
Returns D3DRM_OK if successful, or an error otherwise. For a list of possible errors, see Direct3D Retained Mode Return Values.
Remarks
An object's quality has three components: shade mode (flat or Gouraud; Phong shading is not yet implemented and will default to Gouraud shading), lighting type (on or off), and fill mode (point, wireframe, or solid).
You can set the quality of a device with IDirect3DRMDevice3::SetQuality. By default it is D3DRMRENDER_FLAT (flat shading, lights on, and solid fill).
You can set the quality of a Direct3DRMMeshBuilder3 object with the SetQuality method. By default, a Direct3DRMMeshBuilder3 object's quality is D3DRMRENDER_GOURAUD (Gouraud shading, lights on, and solid fill).
Tip: Gouraud shading performs better than Phong shading on progressive mesh objects that change their level of detail often or quickly.
Direct3D Retained Mode renders an object at the lowest quality setting based on the device and object's current setting for each individual component. For example, if the object's current quality setting is D3DRMRENDER_GOURAUD, and the device is D3DRMRENDER_FLAT then the object will be rendered with flat shading, solid fill and lights on.
If the object's current quality setting is D3DRMSHADE_GOURAUD|D3DRMLIGHT_OFF|D3DRMFILL_WIREFRAME and the device's quality setting is D3DRMSHADE_FLAT|D3DRMLIGHT_ON|D3DRMFILL_POINT, then the object will be rendered with flat shading, lights off, and point fill mode.
These rules apply to Direct3DRMMeshBuilder3 objects and Direct3DRMProgressiveMesh objects. However, Direct3DRMMesh objects do not follow these rules. Mesh objects ignore the device's quality settings and use the group quality setting (which defaults to D3DRMRENDER_GOURAUD).
See Also
Sets the texture of all the faces of a Direct3DRMMeshBuilder3 object.
Syntax
HRESULT SetTexture(
LPDIRECT3DRMTEXTURE3 lpD3DRMTexture
);
Parameters
- lpD3DRMTexture
- Address of the required Direct3DRMTexture object.
Return Value
Returns D3DRM_OK if successful, or an error otherwise. For a list of possible errors, see Direct3D Retained Mode Return Values.
Sets the texture coordinates of a specified vertex in a Direct3DRMMeshBuilder3 object.
Syntax
HRESULT SetTextureCoordinates(
DWORD index,
D3DVALUE u,
D3DVALUE v
);
Parameters
- index
- Index of the vertex to be set.
- u and v
- Texture coordinates to assign to the specified mesh vertex.
Return Value
Returns D3DRM_OK if successful, or an error otherwise. For a list of possible errors, see Direct3D Retained Mode Return Values.
See Also
Sets the texture topology of a Direct3DRMMeshBuilder3 object.
Syntax
HRESULT SetTextureTopology(
BOOL cylU,
BOOL cylV
);
Parameters
- cylU and cylV
- Specify TRUE for either or both of these parameters if you want the texture to have a cylindrical topology in the u- and v-dimensions, respectively; otherwise, specify FALSE.
Return Value
Returns D3DRM_OK if successful, or an error otherwise. For a list of possible errors, see Direct3D Retained Mode Return Values.
Remarks
The texture topology flags, cylU and cylV, control the settings of the Direct3D Immediate Mode render states D3DRENDERSTATE_WRAPU and D3DRENDERSTATE_WRAPV. When a wrap flag is TRUE, the rasterizer will cross from one edge of the texture to the opposite edge (toroidal mapping) if it is the shorter path between two texture coordinates. Consider a triangle that has v coordinates ranging from 0.1 and 0.9 along one edge. If WRAPV is FALSE, nearly the full length of the texture will be rendered along the triangle. If WRAPV is TRUE, a sliver from the top of the texture and one from the bottom will be rendered. Additionally, when a wrap flag is TRUE, only the fractional part of a texture coordinate is considered for values greater than 1.0, which means textures will not be tiled across a face when wrap is TRUE.
Controlling the wrapping behavior is necessary for proper interpretation of texture coordinates. If you have a single texture wrapped across many faces, set the cylU and cylV parameters to TRUE. If a model has one texture per face or you want multiple copies of the texture to be tiled across a single face by using texture coordinates greater than 1, set cylU and cylV to FALSE.
Several interfaces expose a SetTextureTopology method. IDirect3DRMMeshBuilder3::SetTextureTopology updates the topology on all component faces, overriding any settings made by IDirect3DRMFace2::SetTextureTopology. By default, IDirect3DRMFrame3::SetTexture reads from the mesh because the default material mode is D3DRMMATERIAL_FROMMESH. If the material mode is not D3DRMMATERIAL_FROMMESH, IDirect3DRMFrame3::SetTexture overrides settings made by IDirect3DRMMeshBuilder3::SetTextureTopology.
Sets the position of a specified vertex in a Direct3DRMMeshBuilder3 object.
Syntax
HRESULT SetVertex(
DWORD index,
D3DVALUE x,
D3DVALUE y,
D3DVALUE z
);
Parameters
- index
- Index of the vertex to be set.
- x, y, and z
- The x-, y-, and z-components of the position to assign to the specified vertex.
Return Value
Returns D3DRM_OK if successful, or an error otherwise. For a list of possible errors, see Direct3D Retained Mode Return Values.
Sets the color of a specified vertex in a Direct3DRMMeshBuilder3 object.
Syntax
HRESULT SetVertexColor(
DWORD index,
D3DCOLOR color
);
Parameters
- index
- Index of the vertex to be set.
- color
- Color to assign to the specified vertex.
Return Value
Returns D3DRM_OK if successful, or an error otherwise. For a list of possible errors, see Direct3D Retained Mode Return Values.
See Also
Sets the color of a specified vertex in a Direct3DRMMeshBuilder3 object.
Syntax
HRESULT SetVertexColorRGB(
DWORD index,
D3DVALUE red,
D3DVALUE green,
D3DVALUE blue
);
Parameters
- index
- Index of the vertex to be set.
- red, green, and blue
- Red, green, and blue components of the color to assign to the specified vertex.
Return Value
Returns D3DRM_OK if successful, or an error otherwise. For a list of possible errors, see Direct3D Retained Mode Return Values.
Sets the vertices that previously have been defined in the Direct3DRMMeshBuilder3 object.
Syntax
HRESULT SetVertices( DWORD dwFirst, DWORD dwCount, LPD3DVECTOR lpdvVector);
Parameters
- dwFirst
- Index of the first vertex to be modified.
- dwCount
- Number of vertices to modify.
- lpdvVector
- Array of vectors describing the new vertex data.
Return Value
Returns one of the following values:
D3DRMERR_OUTOFRANGE DDERR_INVALIDOBJECT DDERR_INVALIDPARAMS DD_OK
Remarks
This method was introduced with DirectX version 6.0.
See Also
Adds the specified offsets to the vertex positions of a Direct3DRMMeshBuilder3 object.
Syntax
HRESULT Translate(
D3DVALUE tx,
D3DVALUE ty,
D3DVALUE tz
);
Parameters
- tx, ty, and tz
- Offsets that are added to the x-, y-, and z-coordinates, respectively, of each vertex position.
Return Value
Returns D3DRM_OK if successful, or an error otherwise. For a list of possible errors, see Direct3D Retained Mode Return Values.
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