Microsoft DirectX 8.1 (C++)

D3DXATTRIBUTEWEIGHTS

Specifies how to weigh vertex components.

typedef struct _D3DXATTRIBUTEWEIGHTS {
    FLOAT Position;
    FLOAT Boundary;
    FLOAT Normal;
    FLOAT Diffuse;
    FLOAT Specular;
    FLOAT Tex[8];
} D3DXATTRIBUTEWEIGHTS;

Members

Position
Position component weight.
Boundary
Boundary component weight.
Normal
Normal component weight.
Diffuse
Diffuse component weight.
Specular
Specular component weight.
Tex
Texture coordinate weights.

Remarks

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;

Requirements

  Header: Declared in D3dx8mesh.h.

See Also

D3DXCreateSPMesh, D3DXGeneratePMesh, D3DXSimplifyMesh