Microsoft DirectX 8.1 (Visual Basic)

CONST_D3DXMESH

Defines creation options for a mesh.

Enum CONST_D3DXMESH
    D3DXMESH_32BIT        =        1
    D3DXMESH_DONOTCLIP    =        2
    D3DXMESH_POINTS       =        4
    D3DXMESH_RTPATCHES    =        8
    D3DXMESH_VB_SYSTEMMEM =       16 (&H10)
    D3DXMESH_VB_MANAGED   =       32 (&H20)
    D3DXMESH_VB_WRITEONLY =       64 (&H40)
    D3DXMESH_VB_DYNAMIC   =      128 (&H80)
    D3DXMESH_IB_SYSTEMMEM =      256 (&H100)
    D3DXMESH_SYSTEMMEM    =      272 (&H110)
    D3DXMESH_IB_MANAGED   =      512 (&H200)
    D3DXMESH_MANAGED      =      544 (&H220)
    D3DXMESH_WRITEONLY    =      816 (&H330)
    D3DXMESH_IB_WRITEONLY =     1024 (&H400)
    D3DXMESH_IB_DYNAMIC   =     2048 (&H800)
    D3DXMESH_DYNAMIC      =     2176 (&H880)
    D3DXMESH_VB_SHARE     =     4096 (&H1000)
    D3DXMESH_USEHWONLY    =     8192 (&H2000)
    D3DDEVCAPS_NPATCHES   = 16777216 (&H1000000)
End Enum

Constants

D3DXMESH_32BIT
The mesh has 32-bit indices instead of 16-bit indices. A 32-bit mesh can support up to 2^32-1 faces and vertices. This constant is currently not supported and should not be used.
D3DXMESH_DONOTCLIP
Use the D3DUSAGE_DONOTCLIP usage flag for vertex and index buffers.
D3DXMESH_POINTS
Use the D3DUSAGE_POINTS usage flag for vertex and index buffers.
D3DXMESH_RTPATCHES
Use the D3DUSAGE_RTPATCHES usage flag for vertex and index buffers.
D3DXMESH_VB_SYSTEMMEM
Use the D3DPOOL_SYSTEMMEM memory class for vertex buffers.
D3DXMESH_VB_MANAGED
Use the D3DPOOL_MANAGED memory class for vertex buffers.
D3DXMESH_VB_WRITEONLY
Use the D3DUSAGE_WRITEONLY usage flag for vertex buffers.
D3DXMESH_VB_DYNAMIC
Use the D3DUSAGE_DYNAMIC usage flag for vertex buffers.
D3DXMESH_DYNAMIC
Equivalent to specifying both D3DXMESH_VB_DYNAMIC and D3DXMESH_IB_DYNAMIC.
D3DXMESH_IB_SYSTEMMEM
Use the D3DPOOL_SYSTEMMEM memory class for index buffers.
D3DXMESH_SYSTEMMEM
Equivalent to specifying both D3DXMESH_VB_SYSTEMMEM and D3DXMESH_IB_SYSTEMMEM.
D3DXMESH_IB_MANAGED
Use the D3DPOOL_MANAGED memory class for index buffers.
D3DXMESH_MANAGED
Equivalent to specifying both D3DXMESH_VB_MANAGED and D3DXMESH_IB_MANAGED.
D3DXMESH_WRITEONLY
Equivalent to specifying both D3DXMESH_VB_WRITEONLY and D3DXMESH_IB_WRITEONLY.
D3DXMESH_IB_WRITEONLY
Use the D3DUSAGE_WRITEONLY usage flag for index buffers.
D3DXMESH_IB_DYNAMIC
Use the D3DUSAGE_DYNAMIC usage flag for index buffers.
D3DXMESH_VB_SHARE
Forces the cloned meshes to share vertex buffers. These meshes will have separate index buffers that index into the shared vertex buffer.
D3DXMESH_USEHWONLY
Use hardware processing only. This flag should only be specified for a hardware processing device. On a mixed mode device this flag will cause the system to either use hardware only, or if the hardware is not capable it will approximate using the software capabilities.

Note that this flag is only valid when specified as an option for the D3DXSkinMesh.ConvertToBlendedMesh method.

D3DDEVCAPS_NPATCHES
Specifying this flag causes the vertex and index buffer of the mesh to be created with the D3DUSAGE_NPATCHES flag. This is required if the mesh object is to be rendered using N-Patch enhancement using Microsoft® Direct3D®.

See Also

D3DX8.CreateMesh, D3DX8.CreateMeshFVF, D3DXBaseMesh.CloneMesh, D3DXBaseMesh.CloneMeshFVF, D3DXBaseMesh.GetOptions, D3DXPMesh.ClonePMesh, D3DXPMesh.ClonePMeshFVF, D3DXSPMesh.CloneMesh, D3DXSPMesh.CloneMeshFVF, D3DXSPMesh.ClonePMesh, D3DXSPMesh.ClonePMeshFVF, D3DXSPMesh.GetOptions