Microsoft DirectX 8.1 (C++)

D3DVERTEXBLENDFLAGS

Defines flags used to control the number or matrices that the system applies when performing multimatrix vertex blending.

typedef enum _D3DVERTEXBLENDFLAGS {
    D3DVBF_DISABLE  =   0,
    D3DVBF_1WEIGHTS =   1,
    D3DVBF_2WEIGHTS =   2,
    D3DVBF_3WEIGHTS =   3,
    D3DVBF_TWEENING = 255,
    D3DVBF_0WEIGHTS = 256
} D3DVERTEXBLENDFLAGS;

Constants

D3DVBF_DISABLE
Disable vertex blending; apply only the world matrix set by the D3DTS_WORLDMATRIX macro, where the index value for the transformation state is 0.
D3DVBF_1WEIGHTS
Enable vertex blending between the two matrices set by the D3DTS_WORLDMATRIX macro, where the index value for the transformation states are 0 and 1.
D3DVBF_2WEIGHTS
Enable vertex blending between the three matrices set by the D3DTS_WORLDMATRIX macro, where the index value for the transformation states are 0, 1, and 2.
D3DVBF_3WEIGHTS
Enable vertex blending between the four matrices set by the D3DTS_WORLDMATRIX macro, where the index value for the transformation states are 0, 1, 2, and 3.
D3DVBF_TWEENING
Vertex blending is done by using the value assigned to D3DRS_TWEENFACTOR.
D3DVBF_0WEIGHTS
Use a single matrix with a weight of 1.0.

Remarks

Members of this type are used with the D3DRS_VERTEXBLEND render state.

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

Requirements

  Header: Declared in D3d8types.h.

See Also

D3DRENDERSTATETYPE, D3DTS_WORLD, D3DTS_WORLDn, D3DTS_WORLDMATRIX,