Microsoft DirectX 8.1 (C++)

ID3DXBaseMesh::GetAttributeTable

Retrieves either an attribute table for a mesh, or the number of entries stored in an attribute table for a mesh.

HRESULT GetAttributeTable(
  D3DXATTRIBUTERANGE* pAttribTable,
  DWORD* pAttribTableSize
);

Parameters

pAttribTable
[in, out] Pointer to an array of D3DXATTRIBUTERANGE structures, representing the entries in the mesh's attribute table. Specify NULL to retrieve the value for pAttribTableSize.
pAttribTableSize
[in, out] Pointer to either the number of entries stored in pAttribTable or a value to be filled in with the number of entries stored in the attribute table for the mesh.

Return Values

If the method succeeds, the return value is D3D_OK.

If the method fails, the return value can be D3DERR_INVALIDCALL.

Applies To

This method applies to the following interfaces, which inherit from ID3DXBaseMesh.

Remarks

An attribute table is created by ID3DXMesh::Optimize and passing D3DXMESHOPT_ATTRSORT for the Flags parameter.

An attribute table is used to identify areas of the mesh that need to be drawn with different textures, render states, materials, and so on. In addition, the application can use the attribute table to hide portions of a mesh by not drawing a given attribute identifier when drawing the frame.

Requirements

  Header: Declared in D3dx8mesh.h.
  Import Library: Use D3dx8.lib.