Microsoft DirectX 8.1 (C++)

D3DPATCHEDGESTYLE

Defines whether the current tessellation mode is discrete or continuous.

typedef enum _D3DPATCHEDGESTYLE {
   D3DPATCHEDGE_DISCRETE    = 0,
   D3DPATCHEDGE_CONTINUOUS  = 1,

   D3DPATCHEDGE_FORCE_DWORD = 0x7fffffff,
} D3DPATCHEDGESTYLE;

Constants

D3DPATCHEDGE_DISCRETE
Discrete edge style. In discrete mode, you can specify float tessellation but it will be truncated to integers.
D3DPATCHEDGE_CONTINUOUS
Continuous edge style. In continuous mode, tessellation is specified as float values which can be smoothly varied to reduce "popping" artifacts.
D3DPATCHEDGE_FORCE_DWORD
Forces this enumeration to compile to 32 bits in size. This value is not used.

Remarks

Note that continuous tessellation produces a completely different tessellation pattern from the discrete one for the same tessellation values (this is more apparent in wire-frame mode). Thus, 4.0 continuous is not the same as 4 discrete.

Requirements

  Header: Declared in D3d8types.h.