The Microsoft® Direct3D® Retained Mode enumerated types for Microsoft® Visual Basic® are:
Specifies how normal indexes should be handled.
Syntax
Enum CONST_D3DRMADDFACESFLAGS D3DRMADDFACES_DEFAULT D3DRMADDFACES_VERTICESONLY End Enum
Values
- D3DRMADDFACES_DEFAULT
- Indexes of pre-existing normals will be used.
- D3DRMADDFACES_VERTICESONLY
- The normal with the corresponding index will be used automatically for each vertex.
Indicates the copying options.
Syntax
Enum CONST_D3DRMADDMESHBUILDERFLAGS D3DRMADDMESHBUILDER_DONTCOPYAPPDATA = 1 D3DRMADDMESHBUILDER_FLATTENSUBMESHES = 2 D3DRMADDMESHBUILDER_NOSUBMESHES = 4 End Enum
Values
- D3DRMADDMESHBUILDER_DONTCOPYAPPDATA
- By default, Direct3DRMMeshBuilder3.AddMeshBuilder copies the application data of source meshbuilders to the destination. Specifying D3DRMADDMESHBUILDER_DONTCOPYAPPDATA prevents this from occurring.
- D3DRMADDMESHBUILDER_FLATTENSUBMESHES
- Causes the submesh objects not to be duplicated. Their faces are still copied, but only to the top level of the destination meshbuilder.
- D3DRMADDMESHBUILDER_NOSUBMESHES
- Causes sub-meshbuilders to be ignored.
Indicates options for the newly formed triangle.
Syntax
Enum CONST_D3DRMADDTRIANGLESFLAGS D3DRMVERTEX_STRIP = 1 D3DRMVERTEX_FAN = 2 D3DRMVERTEX_LIST = 4 End Enum
Values
- D3DRMVERTEX_STRIP
- Forms a new triangle in strip format with the previous two vertices.
- D3DRMVERTEX_FAN
- Forms a new triangle with the previous vertex and the first vertex in the fan.
- D3DRMVERTEX_LIST
- Starts a new list or is a member of a previously started list. If the previous vertex (or the vertex previous to that) was not marked with this flag, the following vertices must be marked with this flag until at least one triangle is formed.
Indicates which methods to include in the description for each element.
Syntax
Enum CONST_D3DRMADDTRIANGLESVT D3DRMFVF_TYPE = 1 D3DRMFVF_NORMAL = 2 D3DRMFVF_COLOR = 4 D3DRMFVF_TEXTURECOORDS = 8 End Enum
Values
- D3DRMFVF_TYPE
- Value from the CONST_D3DRMADDTRIANGLESFLAGS enumerated type.
- D3DRMFVF_NORMAL
- Include the normal member.
- D3DRMFVF_COLOR
- Include the color member.
- D3DRMFVF_TEXTURECOORDS
- Include the tu and tv members.
Sets the animation options.
Syntax
Enum CONST_D3DRMANIMATIONFLAGS D3DRMANIMATION_OPEN = 1 D3DRMANIMATION_CLOSED = 2 D3DRMANIMATION_LINEARPOSITION = 4 D3DRMANIMATION_SPLINEPOSITION = 8 D3DRMANIMATION_SCALEANDROTATION = 16 (&H10) D3DRMANIMATION_POSITION = 32 (&H20) End Enum
Values
- D3DRMANIMATION_OPEN
- Animation plays once and stops.
- 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 indicates 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, the new interfaces (Direct3DRMAnimation2, Direct3DRMAnimationSet2) will no longer ignore it. It takes effect, and then the animation jumps immediately back to the beginning.
- D3DRMANIMATION_LINEARPOSITION
- Animation's position is set linearly.
- D3DRMANIMATION_SPLINEPOSITION
- Animation's position is set using splines.
- D3DRMANIMATION_SCALEANDROTATION
- Animation's scale and rotation matrix should overwrite any transformation matrices set by other methods.
- D3DRMANIMATION_POSITION
- Animation's position matrix should overwrite any transformation matrices set by other methods.
Used by the Direct3DRMFrame3.AddMoveCallback method to specify whether callbacks for a frame are used before or after the child frames are traversed.
Syntax
Enum CONST_D3DRMCALLBACKORDERFLAGS D3DRMCALLBACK_PREORDER D3DRMCALLBACK_POSTORDER End Enum
Values
- D3DRMCALLBACK_PREORDER
- The default value. When the Direct3DRMFrame3.Move method traverses the hierarchy, callbacks for a frame are used before any child frames are traversed.
- D3DRMCALLBACK_POSTORDER
- When Move traverses the hierarchy, callbacks for a frame are used after the child frames are traversed.
Describes the color source of a Direct3DRMMeshBuilder3 object. You can set the color source by using the Direct3DRMMeshBuilder3.SetColorSource method. To retrieve it, use the Direct3DRMMeshBuilder3.GetColorSource method.
Syntax
Enum CONST_D3DRMCOLORSOURCE D3DRMCOLOR_FROMFACE D3DRMCOLOR_FROMVERTEX End Enum
Values
- D3DRMCOLOR_FROMFACE
- Object's color source is a face.
- D3DRMCOLOR_FROMVERTEX
- Object's color source is a vertex.
Specifies how to combine two matrices.
Syntax
Enum CONST_D3DRMCOMBINETYPE D3DRMCOMBINE_REPLACE D3DRMCOMBINE_BEFORE D3DRMCOMBINE_AFTER End Enum
Values
- D3DRMCOMBINE_REPLACE
- Supplied matrix replaces the frame's current matrix.
- D3DRMCOMBINE_BEFORE
- Supplied matrix is multiplied with the frame's current matrix and precedes the current matrix in the calculation.
- D3DRMCOMBINE_AFTER
- Supplied matrix is multiplied with the frame's current matrix and follows the current matrix in the calculation.
Remarks
The order of the supplied and current matrices when they are multiplied is important because matrix multiplication is not commutative.
See Also
Direct3DRMFrame3.AddRotation, Direct3DRMFrame3.AddScale, Direct3DRMFrame3.AddTransform, Direct3DRMFrame3.AddTranslation
Defines options when creating a Direct3DRMDevice3 object.
Syntax
Enum CONST_D3DRMCREATEDEVICEFLAGS D3DRMDEVICE_DEFAULT D3DRMDEVICE_NOZBUFFER End Enum
Values
- D3DRMDEVICE_DEFAULT
- Use default options.
- D3DRMDEVICE_NOZBUFFER
- Z-buffering not enabled.
Indicates the current fogging method.
Syntax
Enum CONST_D3DRMFOGMETHOD D3DRMFOGMETHOD_VERTEX = 1 D3DRMFOGMETHOD_TABLE = 2 D3DRMFOGMETHOD_ANY = 4 End Enum
Values
- D3DRMFOGMETHOD_VERTEX
- Use vertex fog.
- D3DRMFOGMETHOD_TABLE
- Use table fog.
- D3DRMFOGMETHOD_ANY
- Direct3D Retained Mode should choose an applicable method.
Contains values that specify how rapidly and in what ways the fog effect intensifies with increasing distance from the camera.
In monochromatic (ramp) lighting mode, fog works properly only when the fog color is black. (If there is no lighting, any fog color will work, because in this case any fog color is effectively black.)
Syntax
Enum CONST_D3DRMFOGMODE D3DRMFOG_LINEAR D3DRMFOG_EXPONENTIAL D3DRMFOG_EXPONENTIALSQUARED End Enum
Values
- D3DRMFOG_LINEAR
- Fog effect intensifies linearly between the start and end points, according to the following formula.
This is the only fog mode currently supported.
- D3DRMFOG_EXPONENTIAL
- Fog effect intensifies exponentially, according to the following formula.
- D3DRMFOG_EXPONENTIALSQUARED
- Fog effect intensifies exponentially with the square of the distance, according to the following formula.
Remarks
Fog can be considered a measure of visibilitythe lower the fog value produced by one of the fog equations, the less visible an object will be.
You can specify the fog's density and start and end points by using the Direct3DRMFrame3.SetSceneFogParams method. In the formulas for the exponential fog modes, e is the base of the natural logarithms; its value is approximately 2.71828.
See Also
Sets options for the returned texture format.
Syntax
Enum CONST_D3DRMFPTFFLAGS D3DRMFPTF_ALPHA = 1 D3DRMFPTF_NOALPHA = 2 D3DRMFPTF_PALETTIZED = 4 D3DRMFPTF_NOTPALETTIZED = 8 End Enum
Values
- D3DRMFPTF_ALPHA
- The returned texture format must have an alpha channel.
- D3DRMFPTF_NOALPHA
- The returned texture format must not have an alpha channel. Omit both the D3DRMFPTF_ALPHA and D3DRMFPTF_NOALPHA flags to indicate that the absence of an alpha channel is preferred but not required.
- D3DRMFPTF_PALETTIZED
- The returned texture format must be palettized.
- D3DRMFPTF_NOTPALETTIZED
- The returned texture format must not be palettized. Omit both the D3DRMFPTF_PALETTIZED and D3DRMFPTF_NOTPALETTIZED flags to indicate that the absence of a palette is preferred but not required.
Describes the axes of rotation to constrain when viewing a Direct3DRMFrame3 object. The Direct3DRMFrame3.LookAt method uses this enumerated type.
Syntax
Enum CONST_D3DRMFRAMECONSTRAINT D3DRMCONSTRAIN_Z D3DRMCONSTRAIN_Y D3DRMCONSTRAIN_X End Enum
Values
- D3DRMCONSTRAIN_Z
- Use only x-axis and y-axis rotations.
- D3DRMCONSTRAIN_Y
- Use only x-axis and z-axis rotations.
- D3DRMCONSTRAIN_X
- Use only y-axis and z-axis rotations.
Specifies values used by the Direct3DRMMeshBuilder3.GenerateNormals method to define how normals are generated.
Syntax
Enum CONST_D3DRMGENERATENORMALSFLAGS D3DRMGENERATENORMALS_PRECOMPACT = 1 D3DRMGENERATENORMALS_USECREASEANGLE = 2 End Enum
Values
- D3DRMGENERATENORMALS_PRECOMPACT
- Algorithm should attempt to compact mesh vertices before it generates normals.
- D3DRMGENERATENORMALS_USECREASEANGLE
- The parameter indicating the crease angle should be used; otherwise it is ignored.
Indicates the current options for the Direct3D Retained Mode coordinate system.
Syntax
Enum CONST_D3DRMHANDEDNESS D3DRMOPTIONS_LEFTHANDED = 1 D3DRMOPTIONS_RIGHTHANDED = 2 End Enum
Values
- D3DRMOPTIONS_LEFTHANDED
- Use left-handed geometry. This value is the default.
- D3DRMOPTIONS_RIGHTHANDED
- Use right-handed geometry.
Remarks
D3DRMOPTIONS_LEFTHANDED and D3DRMOPTIONS_RIGHTHANDED affect picking, ray picking, and the following interfaces.
Defines options for the Interpolate method on interpolator objects, modifying how the object is loaded.
Syntax
Enum CONST_D3DRMINTERPOLATIONFLAGS D3DRMINTERPOLATION_OPEN = 1 D3DRMINTERPOLATION_CLOSED = 2 D3DRMINTERPOLATION_LINEAR = 4 D3DRMINTERPOLATION_SPLINE = 8 D3DRMINTERPOLATION_VERTEXCOLOR = 64 (&H40) D3DRMINTERPOLATION_SLERPNORMALS = 128 (&H80) D3DRMINTERPOLATION_NEAREST = 256 (&H100) End Enum
Values
- D3DRMINTERPOLATION_OPEN
- First and last keys of each key chain (execution thread) will fix the interpolated values outside the index span.
- D3DRMINTERPOLATION_CLOSED
- 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_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
- Vertex colors should be interpolated. Only affects the interpolation of Direct3DRMMesh.SetVertices.
- D3DRMINTERPOLATION_SLERPNORMALS
- Vertex normals should be spherically interpolated (not currently implemented). Only affects the interpolation of SetVertices.
- D3DRMINTERPOLATION_NEAREST
- Nearest key value is used for determining in-between values on each key chain.
Defines the light type used in the Direct3DRM3.CreateLight method.
Syntax
Enum CONST_D3DRMLIGHTTYPE D3DRMLIGHT_AMBIENT D3DRMLIGHT_POINT D3DRMLIGHT_SPOT D3DRMLIGHT_DIRECTIONAL D3DRMLIGHT_PARALLELPOINT End Enum
Values
- D3DRMLIGHT_AMBIENT
- Light is an ambient source.
- D3DRMLIGHT_POINT
- Light is a point source.
- D3DRMLIGHT_SPOT
- Light is a spotlight source.
- D3DRMLIGHT_DIRECTIONAL
- Light is a directional source.
- D3DRMLIGHT_PARALLELPOINT
- Light is a parallel point source.
Defines options for the Direct3DRM3.LoadFromFile, Direct3DRMAnimationSet2.LoadFromFile, Direct3DRMFrame3.LoadFromFile, Direct3DRMMeshBuilder3.LoadFromFile, and Direct3DRMProgressiveMesh.LoadFromFile methods. These options modify how the object is loaded.
Syntax
Enum CONST_D3DRMLOADFLAGS D3DRMLOAD_FROMFILE = 0 D3DRMLOAD_FROMRESOURCE = 1 D3DRMLOAD_FROMMEMORY = 2 D3DRMLOAD_FROMSTREAM = 4 D3DRMLOAD_FROMUR = 8 D3DRMLOAD_BYNAME = 16 (&H10) D3DRMLOAD_BYPOSITION = 32 (&H20) D3DRMLOAD_BYGUID = 64 (&H40) D3DRMLOAD_FIRST = 128 (&H80) D3DRMLOAD_INSTANCEBYREFERENCE = 256 (&H100) D3DRMLOAD_INSTANCEBYCOPYING = 512 (&H200) D3DRMLOAD_ASYNCHRONOUS = 1024 (&H400) End Enum
Values
Source flags:
- D3DRMLOAD_FROMFILE
- Load from a file. This is the default setting.
- D3DRMLOAD_FROMRESOURCE
- Load from a resource.
- D3DRMLOAD_FROMMEMORY
- Load from memory.
- D3DRMLOAD_FROMSTREAM
- Load from stream.
- D3DRMLOAD_FROMUR
- Load from a 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
- Default setting. Load the first stand-alone object of the given type (for example, a mesh if the application uses Direct3DRMMeshBuilder3.LoadFromFile). 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.
Load flag:
- D3DRMLOAD_ASYNCHRONOUS
- LoadFromFile 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 LoadFromFile call will not return until all data has been loaded or an error occurs.
Remarks
Each of the LoadFromFile methods uses a filename parameter to specify the source of the object and an id parameter to identify the object. The system interprets the contents of the filename parameter based on the choice of source flags, and it interprets the contents of the id 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, an application can 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 Direct3DRMMesh.GetGroupMapping and Direct3DRMMesh.SetGroupMapping methods to define how textures are mapped to a group.
Syntax
Enum CONST_D3DRMMAPPINGFLAGS D3DRMMAP_WRAPU = 1 D3DRMMAP_WRAPV = 2 D3DRMMAP_PERSPCORRECT = 4 End Enum
Values
- 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, vary with the use of the wrapping flags. Setting these flags causes the line to wrap around the texture edge in the u- or v- direction, as if the texture had a cylindrical or toroidal topology.
If either D3DRMMAP_WRAPU or D3DRMMAP_WRAPV is set, the texture is a cylinder with an infinite length and a circumference of 1.0. Texture coordinates greater than 1.0 are valid only in the dimension that is not wrapped. The shortest distance between texture coordinates varies with the wrapping flag; if D3DRMMAP_WRAPU is set, the shortest line between (0.1, 0.1) and (0.9, 0.9) passes through (0, 0.5).
If both D3DRMMAP_WRAPU and D3DRMMAP_WRAPV are set, the texture is a torus. Because the system is closed, texture coordinates greater that 1.0 are invalid. The shortest line between (0.1, 0.1) and (0.9, 0.9) passes through (0, 0).
Describes the source of material information for visuals rendered with a frame.
Syntax
Enum CONST_D3DRMMATERIALMODE D3DRMMATERIAL_FROMMESH D3DRMMATERIAL_FROMPARENT D3DRMMATERIAL_FROMFRAME End Enum
Values
- D3DRMMATERIAL_FROMMESH
- Material information is retrieved from the visual object (the mesh) itself. This is the default setting.
- D3DRMMATERIAL_FROMPARENT
- Material information, along with color or texture information, is inherited from the parent frame.
- D3DRMMATERIAL_FROMFRAME
- Material information is retrieved from the frame, overriding any previous material information that the visual object might have possessed.
See Also
Direct3DRMFrame3.GetMaterialMode, Direct3DRMFrame3.SetMaterialMode
Sets specific material attributes.
Syntax
Enum CONST_D3DRMMATERIALOVERRIDEFLAGS D3DRMMATERIALOVERRIDE_DIFFUSE_ALPHAONLY = 1 D3DRMMATERIALOVERRIDE_DIFFUSE_RGBONLY = 2 D3DRMMATERIALOVERRIDE_DIFFUSE = 3 D3DRMMATERIALOVERRIDE_AMBIENT = 4 D3DRMMATERIALOVERRIDE_EMISSIVE = 8 D3DRMMATERIALOVERRIDE_SPECULAR = 16 (&H10) D3DRMMATERIALOVERRIDE_POWER = 32 (&H20) D3DRMMATERIALOVERRIDE_TEXTURE = 64 (&H40) D3DRMMATERIALOVERRIDE_DIFFUSE_ALPHAMULTIPLY = 128 (&H80) D3DRMMATERIALOVERRIDE_ALL = 255 (&HFF) End Enum
Values
- D3DRMMATERIALOVERRIDE_DIFFUSE_ALPHAONLY
- Override the diffuse alpha value of the material only.
- D3DRMMATERIALOVERRIDE_DIFFUSE_RGBONLY
- Override the diffuse RGB values of the material only.
- D3DRMMATERIALOVERRIDE_DIFFUSE
- Override the diffuse property of the material.
- D3DRMMATERIALOVERRIDE_AMBIENT
- Override the ambient property of the material.
- D3DRMMATERIALOVERRIDE_EMISSIVE
- Override the emissive property of the material.
- D3DRMMATERIALOVERRIDE_SPECULAR
- Override the specular property of the material.
- D3DRMMATERIALOVERRIDE_POWER
- Override the specular power property of the material.
- D3DRMMATERIALOVERRIDE_TEXTURE
- Override the texture property of the material.
- D3DRMMATERIALOVERRIDE_DIFFUSE_ALPHAMULTIPLY
- Override the diffuse alpha multiply property of the material.
- D3DRMMATERIALOVERRIDE_ALL
- Override all properties of the material.
Indicates the the aging options for the meshbuilder. The default value is zero, which indicates that the meshbuilder ages normally (that is, any change to the meshbuilder causes aging).
Syntax
Enum CONST_D3DRMMESHBUILDERAGEFLAGS D3DRMMESHBUILDERAGE_GEOMETRY = 1 D3DRMMESHBUILDERAGE_MATERIALS = 2 D3DRMMESHBUILDERAGE_TEXTURES = 4 End Enum
Values
- D3DRMMESHBUILDERAGE_GEOMETRY
- The meshbuilder ages whenever the mesh geometry is changed (for example, addition of vertices, faces, or another meshbuilder).
- D3DRMMESHBUILDERAGE_MATERIALS
- The meshbuilder ages whenever a material-related property of the mesh changes, or when faces or another mesh are added.
- D3DRMMESHBUILDERAGE_TEXTURES
- The meshbuilder ages whenever a texture-related property of the mesh changes, or when faces or another mesh are added.
Indicates whether rendering and picking are enabled.
Syntax
Enum CONST_D3DRMMESHBUILDERENABLEFLAGS D3DRMMESHBUILDER_RENDERENABLE = 1 D3DRMMESHBUILDER_PICKENABLE = 2 End Enum
Values
- D3DRMMESHBUILDER_RENDERENABLE
- Rendering is enabled on the current object. This setting is the default.
- D3DRMMESHBUILDER_PICKENABLE
- Picking is enabled on the current object. This setting is the default.
Defines how a color can be used. When creating a palette through Microsoft® DirectDraw® and using it in Direct3D Retained Mode, you can set the palette flags for a palette entry and mark whether this entry can be changed by Retained Mode.
Syntax
Enum CONST_D3DRMPALETTEFLAGS D3DRMPALETTE_FREE D3DRMPALETTE_READONLY D3DRMPALETTE_RESERVED End Enum
Values
- D3DRMPALETTE_FREE
- Renderer can use this entry freely.
- D3DRMPALETTE_READONLY
- Fixed but can be used by renderer.
- D3DRMPALETTE_RESERVED
- Cannot be used by renderer.
Defines which Direct3DRMMeshBuilder3 object to retrieve.
Syntax
Enum CONST_D3DRMPARENTINGFLAGS D3DRMMESHBUILDER_DIRECTPARENT = 1 D3DRMMESHBUILDER_ROOTMESH = 2 End Enum
Values
- D3DRMMESHBUILDER_DIRECTPARENT
- Retrieve the direct parent of the current Direct3DRMMeshBuilder3 object.
- D3DRMMESHBUILDER_ROOTMESH
- Retrieve the final parent (the parent which itself has no parents) of the current Direct3DRMMeshBuilder3 object.
Used by Direct3DRMProgressiveMesh.RegisterEvents either to signal when the base mesh has been downloaded, or to signal when all data has been downloaded.
Syntax
Enum CONST_D3DRMPMESHEVENTFLAGS D3DRMPMESHEVENT_BASEMESH = 1 D3DRMPMESHEVENT_COMPLETE = 2 End Enum
Values
- D3DRMPMESHEVENT_BASEMESH
- The event is signaled when the base mesh has been downloaded.
- D3DRMPMESHEVENT_COMPLETE
- The event is signaled when all data has been downloaded.
Defines the state of the mesh as returned in the Direct3DRMProgressiveMesh.GetLoadStatus method.
Syntax
Enum CONST_D3DRMPMESHSTATUSFLAGS D3DRMPMESHSTATUS_VALID = 1 D3DRMPMESHSTATUS_INTERRUPTED = 2 D3DRMPMESHSTATUS_BASEMESHCOMPLETE = 4 D3DRMPMESHSTATUS_COMPLETE = 8 D3DRMPMESHSTATUS_RENDERABLE = 16 (&H10) End Enum
Values
- D3DRMPMESHSTATUS_VALID
- Data is not corrupt.
- D3DRMPMESHSTATUS_INTERRUPTED
- Download was interrupted.
- D3DRMPMESHSTATUS_BASEMESHCOMPLETE
- Base mesh has been downloaded.
- D3DRMPMESHSTATUS_COMPLETE
- Load is complete.
- D3DRMPMESHSTATUS_RENDERABLE
- Base mesh has been downloaded and the data is not corrupt.
Defines the type of projection used in a Direct3DRMViewport object. The Direct3DRMViewport2.GetProjection and Direct3DRMViewport2.SetProjection methods use this enumerated type. The right-hand types enable right-handed projection.
Note Use Direct3DRM3.SetOptions to specify right-handed geometry.
The axes of the camera (see Direct3DRMFrame3.SetAxes) are used in both left-handed and right-handed projection to determine what direction the camera is facing.
Syntax
Enum CONST_D3DRMPROJECTIONTYPE D3DRMPROJECT_PERSPECTIVE D3DRMPROJECT_ORTHOGRAPHIC D3DRMPROJECT_RIGHTHANDPERSPECTIVE D3DRMPROJECT_RIGHTHANDORTHOGRAPHIC End Enum
Values
- D3DRMPROJECT_PERSPECTIVE
- Projection is perspective and left-handed.
- D3DRMPROJECT_ORTHOGRAPHIC
- Projection is orthographic and left-handed.
- D3DRMPROJECT_RIGHTHANDPERSPECTIVE
- Projection is perspective and right-handed.
- D3DRMPROJECT_RIGHTHANDORTHOGRAPHIC
- Projection is orthographic and right-handed.
Specifies values used by the DirectDRMFrame3.RayPick method to calculate the intersection between any visuals and a specified ray.
Syntax
Enum CONST_D3DRMRAYPICKFLAGS D3DRMRAYPICK_ONLYBOUNDINGBOXES = 1 D3DRMRAYPICK_IGNOREFURTHERPRIMITIVES = 2 D3DRMRAYPICK_INTERPOLATEUV = 4 D3DRMRAYPICK_INTERPOLATECOLOR = 8 D3DRMRAYPICK_INTERPOLATENORMAL = 16 (&H10) End Enum
Values
Optimization flags:
- D3DRMRAYPICK_ONLYBOUNDINGBOXES
- Only intersections with bounding boxes of the visuals in the hierarchy are calculated. Does not check for exact face intersections.
- D3DRMRAYPICK_IGNOREFURTHERPRIMITIVES
- Only intersections closest to the visual that intersects the ray are calculated. Ignores visuals farther away than the closest one found in a search.
Interpolation flags:
- D3DRMRAYPICK_INTERPOLATEUV
- Interpolate texture coordinates.
- D3DRMRAYPICK_INTERPOLATECOLOR
- Interpolate color.
- D3DRMRAYPICK_INTERPOLATENORMAL
- Interpolate normal.
Specifies the transparency mode for transparent objects.
Syntax
Enum CONST_D3DRMRENDERMODEFLAGS D3DRMRENDERMODE_BLENDEDTRANSPARENCY = 1 D3DRMRENDERMODE_SORTEDTRANSPARENCY = 2 D3DRMRENDERMODE_LIGHTINMODELSPACE = 8 D3DRMRENDERMODE_VIEWDEPENDENTSPECULAR = 16 (&H10) D3DRMRENDERMODE_DISABLESORTEDALPHAZWRITE = 32 (&H20) End Enum
Values
- D3DRMRENDERMODE_BLENDEDTRANSPARENCY
- Sets the transparency mode to alpha blending. Blended transparency combines two images by adding their color values at each pixel.
- D3DRMRENDERMODE_SORTEDTRANSPARENCY
- Sets the transparency mode so that transparent polygons in the scene are buffered, sorted, and rendered in a second pass. This flag has no effect if the D3DRMRENDERMODE_BLENDEDTRANSPARENCY flag is not also set. Transparent polygons in external visuals or user visuals are not sorted. Only native Retained Mode visuals (such as D3DRMMesh objects and D3DRMMeshBuilder objects) are sorted.
- D3DRMRENDERMODE_LIGHTINMODELSPACE
- Sets the transparency mode so that light is rendered in model space.
- D3DRMRENDERMODE_VIEWDEPENDENTSPECULAR
- Sets the transparency mode to view dependent specular.
- D3DRMRENDERMODE_DISABLESORTEDALPHAZWRITE
- Sets the transparency mode so that sorting is disabled.
Remarks
If the D3DRMRENDERMODE_BLENDEDTRANSPARENCY and D3DRMRENDERMODE_SORTEDTRANSPARENCY flags are set together, it ensures that when two transparent objects are rendered one on top of the other, the image will blend in the correct order to ensure the right visual result.
The D3DRMRENDERMODE_SORTEDTRANSPARENCY flag turns on per-triangle back-to-front sorting of alpha polygons.
The D3DRMRENDERMODE_BLENDEDTRANSPARENCY flag turns on true alpha blending as opposed to stippled alpha. In true alpha blending, the pixels of overlapping triangles are blended together. In stippled alpha, some pixels from the triangle in front are not drawn, revealing the triangle below. When doing stippled alpha, it is not necessary to sort triangles because the result is the same no matter what order triangles are rendered.
Defines quality options set by the Direct3DRMDevice3.SetQuality, Direct3DRMMeshBuilder3.SetQuality, and Direct3DRMProgressiveMesh.SetQuality methods. Additionally, CONST_D3DRMRENDERQUALITY defines the fill mode, the light mode, and the shade mode.
Syntax
Enum CONST_D3DRMRENDERQUALITY D3DRMFILL_POINTS = 0 D3DRMFILL_WIREFRAME = 64(&H40) D3DRMFILL_SOLID = 128(&H80) D3DRMFILL_MASK = 448(&H1C0) D3DRMFILL_MAX = 512(&H200) D3DRMLIGHT_OFF = 0 D3DRMLIGHT_ON = 8 D3DRMLIGHT_MASK = 56(&H38) D3DRMLIGHT_MAX = 64(&H40) D3DRMRENDER_WIREFRAME = 64 (&H40) D3DRMRENDER_UNLITFLAT = 128 (&H80) D3DRMRENDER_FLAT = 136 (&H88) D3DRMRENDER_GOURAUD = 137 (&H89) D3DRMRENDER_PHONG = 138 (&H8A) D3DRMSHADE_FLAT = 0 D3DRMSHADE_GOURAUD = 1 D3DRMSHADE_PHONG = 2 D3DRMSHADE_MASK = 7 D3DRMSHADE_MAX = 8 End Enum
Values
- D3DRMFILL_POINTS
- Fill points only; minimum fill mode.
- D3DRMFILL_WIREFRAME
- Fill wire frames.
- D3DRMFILL_SOLID
- Fill solid objects.
- D3DRMFILL_MASK
- Fill using a mask.
- D3DRMFILL_MAX
- Maximum value for fill mode.
- D3DRMLIGHT_OFF
- Lighting is off.
- D3DRMLIGHT_ON
- Lighting is on.
- D3DRMLIGHT_MASK
- Lighting uses a mask.
- D3DRMLIGHT_MAX
- Maximum lighting mode.
- D3DRMRENDER_WIREFRAME
- Specifies wire-frame fill mode.
- D3DRMRENDER_UNLITFLAT
- Specifies flat shading and lights off.
- D3DRMRENDER_FLAT
- Specifies flat shading, lights on, and solid fill.
- D3DRMRENDER_GOURAUD
- Specifies Gouraud shading, lights on, and solid fill.
- D3DRMRENDER_PHONG
- Not implemented, defaults to Gouraud shading.
- D3DRMSHADE_FLAT
- Render object with flat shading. This is the default setting.
- D3DRMSHADE_GOURAUD
- Render object with Gouraud shading.
- D3DRMSHADE_PHONG
- Render object with Phong shading.
- D3DRMSHADE_MASK
- Render object with mask shading.
- D3DRMSHADE_MAX
- Render object with maximum shading.
Remarks
The rendering quality is the maximum quality at which rendering can take place on the rendering surface of that device.
An object's quality has three components: shade mode (flat or Gouraud), lighting type (on or off), and fill mode (point, wire frame, or solid).
Defines save options for the Direct3DRMMeshBuilder3.Save method.
Syntax
Enum CONST_D3DRMSAVEFLAGS D3DRMXOFSAVE_NORMALS = 1 D3DRMXOFSAVE_TEXTURECOORDINATES = 2 D3DRMXOFSAVE_MATERIALS = 4 D3DRMXOFSAVE_TEXTURENAMES = 8 D3DRMXOFSAVE_ALL = 15 D3DRMXOFSAVE_TEMPLATES = 16 (&H10) D3DRMXOFSAVE_TEXTURETOPOLOGY = 32 (&H20) End Enum
Values
- 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 Direct3DRMMeshBuilder3.SetTextureTopology or Direct3DRMFace2.SetTextureTopology). This flag is not included when you pass D3DRMXOFSAVE_ALL to the Save method. You should pass D3DRMSAVE_TEXTURETOPOLOGY and D3DRMXOFSAVE_ALL if you want to save everything. You only need to pass this flag when you have called Direct3DRMMeshBuilder3.SetTextureTopology or Direct3DRMFace2.SetTextureTopology and want to preserve the values you set.
Describes how child frames are sorted in a scene.
Syntax
Enum CONST_D3DRMSORTMODE D3DRMSORT_FROMPARENT D3DRMSORT_NONE D3DRMSORT_FRONTTOBACK D3DRMSORT_BACKTOFRONT End Enum
Values
- D3DRMSORT_FROMPARENT
- Child frames inherit the sorting order of their parents. This is the default setting.
- D3DRMSORT_NONE
- Child frames are not sorted.
- D3DRMSORT_FRONTTOBACK
- Child frames are sorted front-to-back.
- D3DRMSORT_BACKTOFRONT
- Child frames are sorted back-to-front.
See Also
Sets options for state changes.
Syntax
Enum CONST_D3DRMSTATECHANGEFLAGS D3DRMSTATECHANGE_UPDATEONLY = 1 D3DRMSTATECHANGE_VOLATILE = 2 D3DRMSTATECHANGE_NONVOLATILE = 4 D3DRMSTATECHANGE_RENDER = 32 (&H20) D3DRMSTATECHANGE_LIGHT = 64 (&H40) End Enum
Values
- D3DRMSTATECHANGE_UPDATEONLY
- Flag indicating a state change.
- D3DRMSTATECHANGE_VOLATILE
- Flag indicating a state change.
- D3DRMSTATECHANGE_NONVOLATILE
- Flag indicating a state change.
- D3DRMSTATECHANGE_RENDER
- Flag indicating a state change.
- D3DRMSTATECHANGE_LIGHT
- Flag indicating a state change.
Controls the texture-management system with respect to the current texture.
Syntax
Enum CONST_D3DRMTEXTURECACHEFLAGS D3DRMTEXTURE_FORCERESIDENT = 1 D3DRMTEXTURE_STATIC = 2 D3DRMTEXTURE_DOWNSAMPLEPOINT = 4 D3DRMTEXTURE_DOWNSAMPLEBILINEAR = 8 D3DRMTEXTURE_DOWNSAMPLEREDUCEDEPTH = 16 (&H10) D3DRMTEXTURE_DOWNSAMPLENONE = 32 (&H20) End Enum
Values
- D3DRMTEXTURE_FORCERESIDENT
- Indicates that the texture should be kept in video memory (in a hardware scenario).
- D3DRMTEXTURE_STATIC
- Indicates that the texture will not change.
- D3DRMTEXTURE_DOWNSAMPLEPOINT
- Indicates that when the texture is downsampled, point filtering should be used.
- D3DRMTEXTURE_DOWNSAMPLEBILINEAR
- Indicates that when the texture is downsampled, bilinear filtering should be used.
- D3DRMTEXTURE_DOWNSAMPLEREDUCEDEPTH
- Indicates that when the texture is downsampled, the pixel depth should be reduced. If no lower bit depth is available, the size of the texture will be reduced.
- D3DRMTEXTURE_DOWNSAMPLENONE
- Indicates that the texture should never be downsampled. The default value is D3DRMTEXTURE_DOWNSAMPLEPOINT.
Indicates changes in the texture.
Syntax
Enum CONST_D3DRMTEXTURECHANGEDFLAGS D3DRMTEXTURE_CHANGEDPIXELS = 64 (&H40) D3DRMTEXTURE_CHANGEDPALETTE = 128 (&H80) D3DRMTEXTURE_INVALIDATEONLY = 256 (&H100) End Enum
Values
- D3DRMTEXTURE_CHANGEDPIXELS
- Indicates that the pixel values have changed.
- D3DRMTEXTURE_CHANGEDPALETTE
- Indicates that the palette has changed.
- D3DRMTEXTURE_INVALIDATEONLY
- Indicates that the texture regions are invalidated but do not need to be updated by the application.
Describes how a device interpolates between pixels in a texture and pixels in a viewport. This enumerated type is used by the Direct3DRMDevice3.SetTextureQuality and Direct3DRMDevice3.GetTextureQuality methods.
Syntax
Enum CONST_D3DRMTEXTUREQUALITY D3DRMTEXTURE_NEAREST D3DRMTEXTURE_LINEAR D3DRMTEXTURE_MIPNEAREST D3DRMTEXTURE_MIPLINEAR D3DRMTEXTURE_LINEARMIPNEAREST D3DRMTEXTURE_LINEARMIPLINEAR End Enum
Values
- D3DRMTEXTURE_NEAREST
- Choose the nearest pixel in the texture. Does not support mipmapping.
- D3DRMTEXTURE_LINEAR
- Linearly interpolate the four nearest pixels. Does not support mipmapping.
- D3DRMTEXTURE_MIPNEAREST
- Similar to D3DRMTEXTURE_NEAREST, but uses the appropriate mipmap instead of the texture. Pixel sampling and mipmapping are both nearest.
- D3DRMTEXTURE_MIPLINEAR
- Similar to D3DRMTEXTURE_LINEAR, but uses the appropriate mipmap instead of the texture. Pixel sampling is linear; mipmapping is nearest.
- D3DRMTEXTURE_LINEARMIPNEAREST
- Similar to D3DRMTEXTURE_MIPNEAREST, but interpolates between the two nearest mipmaps. Pixel sampling is nearest; mipmapping is linear.
- D3DRMTEXTURE_LINEARMIPLINEAR
- Similar to D3DRMTEXTURE_MIPLINEAR, but interpolates between the two nearest mipmaps. Both pixel sampling and mipmapping are linear.
Indicates the traversal status of the current frame.
Syntax
Enum CONST_D3DRMTRAVERALFLAGS D3DRMFRAME_RENDERENABLE = 1 D3DRMFRAME_PICKENABLE = 2 D3DRMFRAME_RENDERANDPICKENABLE = 3 End Enum
Values
- D3DRMFRAME_RENDERENABLE
- Render this frame or any children of this frame.
- D3DRMFRAME_PICKENABLE
- Pick any visuals in this frame or any children of this frame.
- D3DRMFRAME_RENDERANDPICKENABLE
- Render and pick any visuals in this frame or any children of this frame.
Sets the clear options.
Syntax
Enum CONST_D3DRMVIEWPORTCLEARFLAGS D3DRMCLEAR_TARGET = 1 D3DRMCLEAR_ZBUFFER = 2 D3DRMCLEAR_DIRTYRECTS = 4 D3DRMCLEAR_ALL = 7 End Enum
Values
- D3DRMCLEAR_TARGET
- Clear only the destination rendering surface.
- D3DRMCLEAR_ZBUFFER
- Clear only the z-buffer surface.
- D3DRMCLEAR_DIRTYRECTS
- Clear only the dirty rectangle list.
- D3DRMCLEAR_ALL
- Clear the target, z-buffer, and dirty rectangle list. This flag is equivalent to using Direct3DRMViewport.Clear.
Set the wire frame options.
Syntax
Enum CONST_D3DRMWIREFRAMEFLAGS D3DRMWIREFRAME_CULL = 1 D3DRMWIREFRAME_HIDDENLINE = 2 End Enum
Values
- D3DRMWIREFRAME_CULL
- Back-facing faces are not drawn.
- D3DRMWIREFRAME_HIDDENLINE
- Wire-frame-rendered lines are obscured by nearer objects.
Defines the type of Direct3DRMWrap object created by the Direct3DRM3.CreateWrap method.
Syntax
Enum CONST_D3DRMWRAPTYPE D3DRMWRAP_FLAT D3DRMWRAP_CYLINDER D3DRMWRAP_SPHERE D3DRMWRAP_CHROME End Enum
Values
- D3DRMWRAP_FLAT
- Wrap is flat.
- D3DRMWRAP_CYLINDER
- Wrap is cylindrical.
- D3DRMWRAP_SPHERE
- Wrap is spherical.
- D3DRMWRAP_CHROME
- Wrap allocates texture coordinates so that the texture appears to be reflected onto the objects.
Defines the file type used by the Direct3DRMMeshBuilder3.Save method.
Syntax
Enum CONST_D3DRMXOFFORMAT D3DRMXOF_BINARY D3DRMXOF_COMPRESSED D3DRMXOF_TEXT End Enum
Values
- D3DRMXOF_BINARY
- File is in binary format. This is the default setting.
- D3DRMXOF_COMPRESSED
- Not currently supported.
- D3DRMXOF_TEXT
- File is in text format.
Remarks
The D3DRMXOF_BINARY and D3DRMXOF_TEXT settings are mutually exclusive.
Indicates whether z-buffering is enabled.
Syntax
Enum CONST_D3DRMZBUFFERMODE D3DRMZBUFFER_FROMPARENT D3DRMZBUFFER_ENABLE D3DRMZBUFFER_DISABLE End Enum
Values
- D3DRMZBUFFER_FROMPARENT
- Frame inherits the z-buffer setting from its parent frame. This is the default setting.
- D3DRMZBUFFER_ENABLE
- Z-buffering is enabled.
- D3DRMZBUFFER_DISABLE
- Z-buffering is disabled.
See Also
Direct3DRMFrame3.GetZbufferMode, Direct3DRMFrame3.SetZbufferMode
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