Microsoft DirectX 8.1 (C++)

D3DVERTEXBUFFER_DESC

Describes a vertex buffer.

typedef struct _D3DVERTEXBUFFER_DESC {
    D3DFORMAT           Format;
    D3DRESOURCETYPE     Type;
    DWORD               Usage;
    D3DPOOL             Pool;
    UINT                Size;
    DWORD               FVF;
} D3DVERTEXBUFFER_DESC;

Members

Format
Member of the D3DFORMAT enumerated type, describing the surface format of the vertex buffer data.
Type
Member of the D3DRESOURCETYPE enumerated type, identifying this resource as a vertex buffer.
Usage
Combination of one or more of the following flags, specifying the usage for this resource.
D3DUSAGE_DONOTCLIP
Set to indicate that the vertex buffer content will never require clipping.
D3DUSAGE_DYNAMIC
Set to indicate that the vertex buffer requires dynamic memory use. This is useful for drivers because it enables them to decide where to place the buffer. In general, static vertex buffers are placed in video memory and dynamic vertex buffers are placed in accelerated graphics port (AGP) memory. Note that there is no separate static use; if you do not specify D3DUSAGE_DYNAMIC, the vertex buffer is made static. D3DUSAGE_DYNAMIC is strictly enforced through the D3DLOCK_DISCARD and D3DLOCK_NOOVERWRITE locking flags. As a result, D3DLOCK_DISCARD and D3DLOCK_NOOVERWRITE are only valid on vertex buffers created with D3DUSAGE_DYNAMIC; they are not valid flags on static vertex buffers.

For more information about using dynamic vertex buffers, see Using Dynamic Vertex and Index Buffers.

Note that D3DUSAGE_DYNAMIC cannot be specified on managed vertex buffers. For more information, see Managing Resources.

D3DUSAGE_RTPATCHES
Set to indicate when the vertex buffer is to be used for drawing high-order primitives.
D3DUSAGE_NPATCHES
Set to indicate when the vertex buffer is to be used for drawing N patches.
D3DUSAGE_POINTS
Set to indicate when the vertex buffer is to be used for drawing point sprites or indexed point lists.
D3DUSAGE_SOFTWAREPROCESSING
Set to indicate that the vertex buffer is to be used with software vertex processing.
D3DUSAGE_WRITEONLY
Informs the system that the application writes only to the vertex buffer. Using this flag enables the driver to choose the best memory location for efficient write operations and rendering. Attempts to read from a vertex buffer that is created with this capability can result in degraded performance.
Pool
Member of the D3DPOOL enumerated type, specifying the class of memory allocated for this vertex buffer.
Size
Size of the vertex buffer, in bytes
FVF
Combination of Flexible Vertex Format Flags that describes the vertex format of the vertices in this buffer.

Requirements

  Header: Declared in D3d8types.h.

See Also

IDirect3DVolume8::GetDesc