Flexible Vertex Format Flags
Direct3D Immediate Mode uses flag values to describe vertex formats used for DrawPrimitive-based rendering. The CONST_D3DFVFFLAGS enumeration defines the following flags to explicitly describe a vertex format, and provides helper macros that act as common combinations of such flags. For more information, see About Vertex Formats.
- Flexible vertex format (FVF) flags
- D3DFVF_DIFFUSE
- Vertex format includes a diffuse color component.
- D3DFVF_LVERTEX
- Vertex format is equivalent to the D3DLVERTEX vertex type.
- D3DFVF_NORMAL
- Vertex format includes a vertex normal vector. This flag cannot be used with the D3DFVF_XYZRHW flag.
- D3DFVF_SPECULAR
- Vertex format includes a specular color component.
- D3DFVF_TLVERTEX
- Vertex format is equivalent to the D3DTLVERTEX vertex type.
- D3DFVF_VERTEX
- Vertex format is equivalent to the D3DVERTEX vertex type.
- D3DFVF_XYZ
- Vertex format includes the position of an untransformed vertex. This flag cannot be used with the D3DFVF_XYZRHW flag. If you use this flag, you must also specify a vertex normal, a vertex color component (D3DFVF_DIFFUSE or D3DFVF_SPECULAR), or include at least one set of texture coordinates (D3DFVF_TEX1 through D3DFVF_TEX8).
- D3DFVF_XYZRHW
- Vertex format includes the position of a transformed vertex. This flag cannot be used with the D3DFVF_XYZ or D3DFVF_NORMAL flags. If you use this flag, you must also specify a vertex color component (D3DFVF_DIFFUSE or D3DFVF_SPECULAR) or include at least one set of texture coordinates (D3DFVF_TEX1 through D3DFVF_TEX8).
- D3DFVF_XYZB1 through D3DFVF_XYZB5
- Vertex format contains position data, and a corresponding number of weighting (beta) values to be used for multimatrix vertex blending operations. Currently, 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.
See Also
About Vertex Formats, Geometry Blending