Flexible Vertex Format Flags
The flexible vertex format (FVF) is used to describe the contents of vertices stored interleaved in a single data stream. A FVF code is generally used to specify data to be processed by fixed function vertex processing.
The following flags defined by the CONST_D3DFVFFLAGS enumeration, describe a vertex format.
- Flexible vertex format (FVF) flags
- D3DFVF_DIFFUSE
- Vertex format includes a diffuse color component.
- D3DFVF_NORMAL
- Vertex format includes a vertex normal vector. This flag cannot be used with the D3DFVF_XYZRHW flag.
- D3DFVF_PSIZE
- Vertex format specified in point size. This size is expressed in camera space units for vertices that are not transformed and lit, and in device-space units for transformed and lit vertices.
- D3DFVF_SPECULAR
- Vertex format includes a specular color component.
- D3DFVF_VERTEX )
- Same as specifying (D3DFVF_XYZ Or D3DFVF_NORMAL Or D3DFVF_TEX1).
- D3DFVF_XYZ
- Vertex format includes the position of an untransformed vertex. This flag cannot be used with the D3DFVF_XYZRHW flag.
- D3DFVF_XYZRHW
- Vertex format includes the position of a transformed vertex. This flag cannot be used with the D3DFVF_XYZ or D3DFVF_NORMAL flags.
- D3DFVF_XYZB1 through D3DFVF_XYZB5
- Vertex format contains position data, and a corresponding number of weighting (beta) values to use for multimatrix vertex blending operations. Currently, Microsoft® Direct3D® can blend with up to three weighting values and four blending matrices.
- Texture-related FVF flags
- D3DFVF_TEX0 through D3DFVF_TEX8
- Number of texture coordinate sets for this vertex. The actual values for these flags are not sequential. For information on additional texture-related FVF flags, see the CONST_D3DFVFTEXTUREFORMATS enumeration.
- Mask values
- D3DFVF_POSITION_MASK
- Mask for position bits.
- D3DFVF_RESERVED0 and D3DFVF_RESERVED2
- Mask values for reserved bits in the flexible vertex format. Do not use.
- D3DFVF_TEXCOUNT_MASK
- Mask value for texture flag bits.
- Miscellaneous
- D3DFVF_TEXCOUNT_SHIFT
- The number of bits by which to shift an integer value that identifies the number of a texture coordinates for a vertex.
See Also
Vertex Formats, Geometry Blending