Microsoft® Direct3D® Retained Mode includes other type definitions for C++, not included in structures or enumerated types. These are:
Specifies values used by the IDirect3DRMAnimation2::GetOptions and IDirect3DRMAnimation2::SetOptions methods and the D3DRMANIMATIONKEY structure to define how animations are played.
Syntax
typedef DWORD D3DRMANIMATIONOPTIONS; #define D3DRMANIMATION_CLOSED 0x02L #define D3DRMANIMATION_LINEARPOSITION 0x04L #define D3DRMANIMATION_OPEN 0x01L #define D3DRMANIMATION_POSITION 0x00000020L #define D3DRMANIMATION_SCALEANDROTATION 0x00000010L #define D3DRMANIMATION_SPLINEPOSITION 0x08L
Parameters
- D3DRMANIMATION_CLOSED
- Animation plays continually, looping back to the beginning when it reaches the end. In a closed animation, if you want a smooth transition from the end to the beginning, the last key in the animation should be a repeat of the first. This repeated key is used to indicate the time difference between the last and first keys in the looping animation. However, if the last key is not a repeat of the first, it is no longer being ignored in the new interfaces (IDirect3DRMAnimation2, IDirect3DRMAnimationSet2). It takes effect, and then the animation jumps immediately back to the beginning.
- D3DRMANIMATION_LINEARPOSITION
- Animation's position is set linearly.
- D3DRMANIMATION_OPEN
- Animation plays once and stops.
- D3DRMANIMATION_POSITION
- Animation's position matrix should overwrite any transformation matrices that could be set by other methods.
- D3DRMANIMATION_SCALEANDROTATION
- Animation's scale and rotation matrix should overwrite any transformation matrices that could be set by other methods.
- D3DRMANIMATION_SPLINEPOSITION
- Animation's position is set using splines.
Describes the color model implemented by the device. For more information, see the D3DCOLORMODEL enumerated type.
Syntax
typedef D3DCOLORMODEL D3DRMCOLORMODEL;
See Also
Defines options for the IDirect3DRMInterpolator::Interpolate method. These options modify how the object is loaded.
Syntax
typedef DWORD D3DRMINTERPOLATIONOPTIONS; #define D3DRMINTERPOLATION_OPEN 0x01L #define D3DRMINTERPOLATION_CLOSED 0x02L #define D3DRMINTERPOLATION_NEAREST 0x0100L #define D3DRMINTERPOLATION_LINEAR 0x04L #define D3DRMINTERPOLATION_SPLINE 0x08L #define D3DRMINTERPOLATION_VERTEXCOLOR 0x40L #define D3DRMINTERPOLATION_SLERPNORMALS 0x80L
Parameters
- D3DRMINTERPOLATION_OPEN
- First and last keys of each key chain will fix the interpolated values outside of the index span.
- D3DRMINTERPOLATION_CLOSED
- The interpolation is cyclic. The keys effectively repeat infinitely with a period equal to the index span. For compatibility with animations, any key with an index equal to the end of the span is ignored.
- D3DRMINTERPOLATION_NEAREST
- Nearest key value is used for determining in-between values on each key chain (execution thread).
- D3DRMINTERPOLATION_LINEAR
- Linear interpolation between the two nearest keys is used for determining in-between values on each key chain.
- D3DRMINTERPOLATION_SPLINE
- B-spline blending function on the four nearest keys is used for determining in-between values on each key chain.
- D3DRMINTERPOLATION_VERTEXCOLOR
- Specifies that vertex colors should be interpolated. Only affects the interpolation of IDirect3DRMMesh::SetVertices.
- D3DRMINTERPOLATION_SLERPNORMALS
- Specifies that vertex normals should be spherically interpolated (not currently implemented). Only affects the interpolation of IDirect3DRMMesh::SetVertices.
Defines options for the IDirect3DRM3::Load, IDirect3DRMAnimationSet2::Load, IDirect3DRMFrame3::Load, IDirect3DRMMeshBuilder3::Load, and IDirect3DRMProgressiveMesh::Load methods. These options modify how the object is loaded.
Syntax
typedef DWORD D3DRMLOADOPTIONS; #define D3DRMLOAD_FROMFILE 0x00L #define D3DRMLOAD_FROMRESOURCE 0x01L #define D3DRMLOAD_FROMMEMORY 0x02L #define D3DRMLOAD_FROMURL 0x08L #define D3DRMLOAD_BYNAME 0x10L #define D3DRMLOAD_BYPOSITION 0x20L #define D3DRMLOAD_BYGUID 0x30L #define D3DRMLOAD_FIRST 0x40L #define D3DRMLOAD_INSTANCEBYREFERENCE 0x100L #define D3DRMLOAD_INSTANCEBYCOPYING 0x200L #define D3DRMLOAD_ASYNCHRONOUS 0x400L
Parameters
- Source flags
- D3DRMLOAD_FROMFILE
- Load from a file. This is the default setting.
- D3DRMLOAD_FROMRESOURCE
- Load from a resource. If this flag is specified, the lpvObjSource parameter of the calling Load method must point to a D3DRMLOADRESOURCE structure.
- D3DRMLOAD_FROMMEMORY
- Load from memory. If this flag is specified, the lpvObjSource parameter of the calling Load method must point to a D3DRMLOADMEMORY structure.
- D3DRMLOAD_FROMURL
- Load from an URL.
- Identifier flags
- D3DRMLOAD_BYNAME
- Load any object by using a specified name.
- D3DRMLOAD_BYPOSITION
- Load a stand-alone object based on a given zero-based position (that is, the nth object in the file). Stand-alone objects can contain other objects, but are not contained by any other objects.
- D3DRMLOAD_BYGUID
- Load any object by using a specified globally unique identifier (GUID).
- D3DRMLOAD_FIRST
- The default setting. Load the first stand-alone object of the given type (for example, a mesh if the application uses IDirect3DRMMeshBuilder3::Load). Stand-alone objects can contain other objects, but are not contained by any other objects.
- Instance flags
- D3DRMLOAD_INSTANCEBYREFERENCE
- Check whether an object already exists with the same name as specified and, if so, use an instance of that object instead of creating a new one.
- D3DRMLOAD_INSTANCEBYCOPYING
- Check whether an object already exists with the same name as specified and, if so, copy that object.
- Source flags
- D3DRMLOAD_ASYNCHRONOUS
- The Load call will return immediately. It is up to the application to use events to find out how the load is progressing. By default, loading is done synchronously, and the Load call will not return until all data has been loaded or an error occurs.
Remarks
Each of the Load methods uses an lpvObjSource parameter to specify the source of the object and an lpvObjID parameter to identify the object. The system interprets the contents of the lpvObjSource parameter based on the choice of source flags, and it interprets the contents of the lpvObjID parameter based on the choice of identifier flags.
The instance flags do not change the interpretation of any of the parameters. By using the D3DRMLOAD_INSTANCEBYREFERENCE flag, it is possible for an application to load the same file twice without creating any new objects. If an object does not have a name, setting the D3DRMLOAD_INSTANCEBYREFERENCE flag has the same effect as setting the D3DRMLOAD_INSTANCEBYCOPYING flagthe loader creates each unnamed object as a new one, even if some of the objects are identical.
Specifies values used by the IDirect3DRMMesh::GetGroupMapping and IDirect3DRMMesh::SetGroupMapping methods to define how textures are mapped to a group.
Syntax
typedef DWORD D3DRMMAPPING, D3DRMMAPPINGFLAG; static const D3DRMMAPPINGFLAG D3DRMMAP_WRAPU = 1; static const D3DRMMAPPINGFLAG D3DRMMAP_WRAPV = 2; static const D3DRMMAPPINGFLAG D3DRMMAP_PERSPCORRECT = 4;
Parameters
- D3DRMMAPPINGFLAG
- Type equivalent to D3DRMMAPPING.
- D3DRMMAP_WRAPU
- Texture wraps in the u-direction.
- D3DRMMAP_WRAPV
- Texture wraps in the v-direction.
- D3DRMMAP_PERSPCORRECT
- Texture wrapping is perspective-corrected.
Remarks
The D3DRMMAP_WRAPU and D3DRMMAP_WRAPV flags determine how the rasterizer interprets texture coordinates. The rasterizer always interpolates the shortest distance between texture coordinates; that is, a line. The path taken by this line, and the valid values for the u- and v-coordinates, varies with the use of the wrapping flags. If either or both flags are set, the line can wrap around the texture edge in the u- or v- direction, as if the texture had a cylindrical or toroidal topology. For more information, see Wraps.
See Also
Wraps, IDirect3DRMMesh::GetGroupMapping, IDirect3DRMMesh::SetGroupMapping
Expresses a transformation as an array. The organization of the matrix entries is D3DRMMATRIX4D[row][column].
Syntax
typedef D3DVALUE D3DRMMATRIX4D[4][4];
See Also
IDirect3DRMFrame3::AddTransform, IDirect3DRMFrame3::GetTransform
Defines options for the IDirect3DRMMeshBuilder3::Save method.
Syntax
typedef DWORD D3DRMSAVEOPTIONS; #define D3DRMXOFSAVE_NORMALS 1 #define D3DRMXOFSAVE_TEXTURECOORDINATES 2 #define D3DRMXOFSAVE_MATERIALS 4 #define D3DRMXOFSAVE_TEXTURENAMES 8 #define D3DRMXOFSAVE_ALL 15 #define D3DRMXOFSAVE_TEMPLATES 16 #define D3DRMSAVE_TEXTURETOPOLOGY 32
Parameters
- D3DRMXOFSAVE_NORMALS
- Save normal vectors in addition to the basic geometry.
- D3DRMXOFSAVE_TEXTURECOORDINATES
- Save texture coordinates in addition to the basic geometry.
- D3DRMXOFSAVE_MATERIALS
- Save materials in addition to the basic geometry.
- D3DRMXOFSAVE_TEXTURENAMES
- Save texture names in addition to the basic geometry.
- D3DRMXOFSAVE_ALL
- Save normal vectors, texture coordinates, materials, and texture names in addition to the basic geometry.
- D3DRMXOFSAVE_TEMPLATES
- Save templates with the file. By default, templates are not saved.
- D3DRMSAVE_TEXTURETOPOLOGY
- Save the mesh's face wrap values (set by IDirect3DRMMeshBuilder3::SetTextureTopology or IDirect3DRMFace2::SetTextureTopology). This flag is not included when you pass D3DRMXOFSAVE_ALL to the Save method. You should pass D3DRMSAVE_TEXTURETOPOLOGY|D3DRMXOFSAVE_ALL if you want to save everything. You only need to pass this flag when you have called IDirect3DRMMeshBuilder3::SetTextureTopology or IDirect3DRMFace2::SetTextureTopology and want to preserve the values you set.
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