Microsoft DirectX 8.1 (C++) |
Constructs bit patterns that are used to identify texture coordinate formats within a flexible vertex format description. The results of these macros can be combined within a flexible vertex format description by using the OR operator.
D3DFVF_TEXCOORDSIZE1(CoordIndex) (D3DFVF_TEXTUREFORMAT1 << (CoordIndex*2 + 16)) D3DFVF_TEXCOORDSIZE2(CoordIndex) (D3DFVF_TEXTUREFORMAT2) D3DFVF_TEXCOORDSIZE3(CoordIndex) (D3DFVF_TEXTUREFORMAT3 << (CoordIndex*2 + 16)) D3DFVF_TEXCOORDSIZE4(CoordIndex) (D3DFVF_TEXTUREFORMAT4 << (CoordIndex*2 + 16))
The D3DFVF_TEXCOORDSIZEn macros use the following constants.
#define D3DFVF_TEXTUREFORMAT1 3 // one floating point value #define D3DFVF_TEXTUREFORMAT2 0 // two floating point values #define D3DFVF_TEXTUREFORMAT3 1 // three floating point values #define D3DFVF_TEXTUREFORMAT4 2 // four floating point values
The following flexible vertex format description identifies a vertex format that has a position; a normal; diffuse and specular colors; and two sets of texture coordinates. The first set of texture coordinates includes a single element, and the second set includes two elements:
DWORD dwFVF = D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX2 | D3DFVF_TEXCOORDSIZE1(0) | \\ Uses 1-D texture coordinates for \\ texture coordinate set 1 (index 0). D3DFVF_TEXCOORDSIZE2(1); \\ And 2-D texture coordinates for \\ texture coordinate set 2 (index 1).
Header: Declared in D3d8types.h.