Platform SDK: DirectX

Direct3DVertexBuffer7.ProcessVertices

The Direct3DVertexBuffer7.ProcessVertices method processes untransformed vertices into a transformed or optimized vertex buffer.

object.ProcessVertices( _ 
    vertexOp As CONST_D3DVOPFLAGS, _ 
    destIndex As Long, _ 
    count As Long, _ 
    srcBuffer As Direct3DVertexBuffer7, _ 
    srcIndex As Long, _ 
    dev As Direct3DDevice7, _ 
    flags As CONST_D3DPROCESSVERTICESFLAGS)

Parameters

object
Object expression that resolves to a Direct3DVertexBuffer7 object.
vertexOp
Flags defining how the method processes the vertices as they are transferred from the source buffer. You can specify any combination of the constants from the CONST_D3DVOPFLAGS enumeration:
destIndex
Index into the destination vertex buffer (this buffer) where the vertices will be placed after processing.
count
Number of vertices in the source buffer to process.
srcBuffer
A Direct3DVertexBuffer7 object for the source vertex buffer.
srcIndex
Index of the first vertex in the source buffer to be processed.
dev
A Direct3DDevice7 object for the device that will be used to transform the vertices.
flags
Processing options. Set this parameter to one of the members of the CONST_D3DPROCESSVERTICESFLAGS enumeration.

Error Codes

If the method fails, an error is raised and Err.Number may be set to one of the following values:

D3DERR_INVALIDVERTEXFORMAT
DDERR_INVALIDOBJECT
DDERR_INVALIDPARAMS
DDERR_OUTOFMEMORY
DDERR_SURFACEBUSY
DDERR_SURFACELOST

For information on trapping errors, see the Visual Basic Error Trapping topic.

Remarks

You must always include the D3DVOP_TRANSFORMED flag in the vertexOp parameter. If you fail to include this flag, the method will fail, returning DDERR_INVALIDPARAMS.

See Also

Processing Vertices, Vertex Buffers