Microsoft DirectX 8.1 (C++) |
Specifies how to weigh vertex components.
typedef struct _D3DXATTRIBUTEWEIGHTS { FLOAT Position; FLOAT Boundary; FLOAT Normal; FLOAT Diffuse; FLOAT Specular; FLOAT Tex[8]; } D3DXATTRIBUTEWEIGHTS;
This structure describes how a simplification operation will consider vertex data when calculating relative costs between collapsing edges. For example, if the Normal field is 0.0, then the simplification operation will ignore the vertex normal component when calculating the error for the collapse. However, if the Normal field is 1.0, then the simplification operation will use the vertex normal component. if the Normal field is 2.0, then double the amount of errors; if the Normal field is 4.0, then quadruple the number of errors, and so on.
The LPD3DXATTRIBUTEWEIGHTS type is defined as a pointer to the D3DXATTRIBUTEWEIGHTS structure.
typedef D3DXATTRIBUTEWEIGHTS* LPD3DXATTRIBUTEWEIGHTS;
Header: Declared in D3dx8mesh.h.