Microsoft DirectX 8.1 (C++)

D3DXMESH

Flags used to specify creation options for a mesh.

enum _D3DXMESH {
    D3DXMESH_32BIT                  = 0x001,
    D3DXMESH_DONOTCLIP              = 0x002,
    D3DXMESH_POINTS                 = 0x004,
    D3DXMESH_RTPATCHES              = 0x008,
    D3DXMESH_NPATCHES               = 0x4000,
    D3DXMESH_VB_SYSTEMMEM           = 0x010,
    D3DXMESH_VB_MANAGED             = 0x020,
    D3DXMESH_VB_WRITEONLY           = 0x040,
    D3DXMESH_VB_DYNAMIC             = 0x080,
    D3DXMESH_VB_SOFTWAREPROCESSING  = 0x8000,
    D3DXMESH_IB_SYSTEMMEM           = 0x100,
    D3DXMESH_IB_MANAGED             = 0x200,
    D3DXMESH_IB_WRITEONLY           = 0x400,
    D3DXMESH_IB_DYNAMIC             = 0x800,
    D3DXMESH_IB_SOFTWAREPROCESSING  = 0x10000,

    D3DXMESH_VB_SHARE               = 0x1000,
    D3DXMESH_USEHWONLY              = 0x2000,

    D3DXMESH_SYSTEMMEM              = 0x110,
    D3DXMESH_MANAGED                = 0x220,
    D3DXMESH_WRITEONLY              = 0x440,
    D3DXMESH_DYNAMIC                = 0x880,
    D3DXMESH_SOFTWAREPROCESSING     = 0x18000
};

Constants

D3DXMESH_32BIT
The mesh has 32-bit indices instead of 16-bit indices. A 32-bit mesh can support up to (2^32)-1 faces and vertices.
D3DXMESH_DONOTCLIP
Use the D3DUSAGE_DONOTCLIP usage flag for vertex and index buffers.
D3DXMESH_POINTS
Use the D3DUSAGE_POINTS usage flag for vertex and index buffers.
D3DXMESH_RTPATCHES
Use the D3DUSAGE_RTPATCHES usage flag for vertex and index buffers.
D3DXMESH_NPATCHES
Specifying this flag causes the vertex and index buffer of the mesh to be created with D3DUSAGE_NPATCHES flag. This is required if the mesh object is to be rendered using N-patch enhancement using Microsoft® Direct3D®.
D3DXMESH_VB_SYSTEMMEM
Use the D3DPOOL_SYSTEMMEM memory class for vertex buffers.
D3DXMESH_VB_MANAGED
Use the D3DPOOL_MANAGED memory class for vertex buffers.
D3DXMESH_VB_WRITEONLY
Use the D3DUSAGE_WRITEONLY usage flag for vertex buffers.
D3DXMESH_VB_DYNAMIC
Use the D3DUSAGE_DYNAMIC usage flag for vertex buffers.
D3DXMESH_VB_SOFTWAREPROCESSING
Use the D3DUSAGE_SOFTWAREPROCESSING for flag for vertex buffers.
D3DXMESH_IB_SYSTEMMEM
Use the D3DPOOL_SYSTEMMEM memory class for index buffers.
D3DXMESH_IB_MANAGED
Use the D3DPOOL_MANAGED memory class for index buffers.
D3DXMESH_IB_WRITEONLY
Use the D3DUSAGE_WRITEONLY usage flag for index buffers.
D3DXMESH_IB_DYNAMIC
Use the D3DUSAGE_DYNAMIC usage flag for index buffers.
D3DXMESH_IB_SOFTWAREPROCESSING
Use the D3DUSAGE_SOFTWAREPROCESSING usage flag for index buffers.
D3DXMESH_VB_SHARE
Forces the cloned meshes to share vertex buffers.
D3DXMESH_USEHWONLY
Use hardware processing only. This flag should be specified only for a hardware processing device. On a mixed-mode device, this flag will cause the system to either use hardware only, or if the hardware is not capable, it will approximate using the software capabilities.
D3DXMESH_SYSTEMMEM
Equivalent to specifying both D3DXMESH_VB_SYSTEMMEM and D3DXMESH_IB_SYSTEMMEM.
D3DXMESH_MANAGED
Equivalent to specifying both D3DXMESH_VB_MANAGED and D3DXMESH_IB_MANAGED.
D3DXMESH_WRITEONLY
Equivalent to specifying both D3DXMESH_VB_WRITEONLY and D3DXMESH_IB_WRITEONLY.
D3DXMESH_DYNAMIC
Equivalent to specifying both D3DXMESH_VB_DYNAMIC and D3DXMESH_IB_DYNAMIC.
D3DXMESH_SOFTWAREPROCESSING
Equivalent to specifying both D3DXMESH_VB_SOFTWAREPROCESSING and D3DXMESH_IB_SOFTWAREPROCESSING

Requirements

  Header: Declared in D3dx8mesh.h.