Microsoft DirectX 8.1 (Visual Basic)

CONST_D3DFVFCAPSFLAGS

Defines flexible vertex format capabilities.

Enum CONST_D3DFVFCAPSFLAGS
    D3DFVFCAPS_TEXCOORDCOUNTMASK  =   65535 (&HFFFF)
    D3DFVFCAPS_DONOTSTRIPELEMENTS =  524288 (&H80000)
    D3DFVFCAPS_PSIZE              = 1048576 (&H100000)
End Enum

Constants

D3DFVFCAPS_TEXCOORDCOUNTMASK
Masks the low 16 bits of the FVFCaps member of D3DCAPS8. Set the result to a variable of type Integer to calculate the total number of texture coordinate sets that the device can simultaneously use for multiple texture blending. (You can use up to eight texture coordinate sets for any vertex, but the device can blend only by using the specified number of texture coordinate sets.)
D3DFVFCAPS_DONOTSTRIPELEMENTS
It is preferable that vertex elements not be stripped. That is, if the vertex format contains elements that are not used with the current render states, there is no need to regenerate the vertices. If this capability flag is not present, stripping extraneous elements from the vertex format provides better performance.
D3DFVFCAPS_PSIZE
The absence of D3DFVFCAPS_PSIZE indicates that the device does not support D3DFVF_PSIZE for pre-transformed vertices. In this case the base point size always comes from D3DRS_POINTSIZE. This capability applies to fixed-function vertex processing in software only. D3DFVF_PSIZE is always supported when doing software vertex processing.

The output point size written by a vertex shader is always supported, and for vertex shaders any input can contribute to the output point size.

D3DFVF_PSIZE is always supported for post-transformed vertices. For more information on D3DFVF_PSIZE, see flexible vertex format flags.

Remarks

These flags may be combined and present in the FVFCaps member of D3DCAPS8.

See Also

D3DCAPS8