Ripple Transform (3-D)

Generates a three-dimensional (3-D) ripple effect as if the input image were floating on the surface of a pond and a pebble were dropped into the water. The amplitude of the waves, the location of the center, the wavelength (distance between each wave), and the number of waves are adjustable.

The number of vertices along each axis of the mesh ranges from the value of the MaxSteps property to the value of the MinSteps property. The final number is determined by the Quality property, set by using the IDXTransform::SetQuality method. If Quality is 0.0, the number of vertices is MinSteps. If Quality is 1.0, the the number of vertices is MaxSteps.

Note  To use this transform, you need to have Microsoft® DirectX® Media 6, Microsoft Windows® 98 Second Edition, or Windows 2000 installed.

Transform Specifications

The following table contains the information you need in order to use this transform in C++ and script.

Class identifier (CLSID) CLSID_Ripple
Globally unique identifier (GUID) 945F5842-3A8D-11D1-9037-00C04FD9189D
Programmatic identifier (ProgId) DX3DTransform.Microsoft.Ripple
Category identifier (CATID) CATID_DX3DTransform
Supported interfaces IDXEffect
Inputs One is required, of type IDXSurface (preferred) or IDirectDrawSurface. The optimal pixel format is DDPF_PMARGB32. The second input is optional and of the same type as the first. If supplied, it results with a blend transition from the first input to the second input.
Output Direct3DRMMeshBuilder3
Custom interfaces IRipple

Custom Properties

The following table lists the custom properties that control the transform output.

Property Type Default Description
XOrigin float 0.0 The x-coordinate of the center of the ripples.
YOrigin float 0.0 The y-coordinate of the center of the ripples.
Wavelength float 1.0 The distance between peaks (or valleys) of the ripple.
Amplitude float 0.5 The maximum height of any ripple from a zero baseline. That is, the default is a maximum of two units high from peak to peak.
NumberOfWaves long 10 Number of waves from the center to the outermost wave.
MinSteps long 5 A number that influences the minimum number of triangles in the constructed mesh.
MaxSteps long 50 A number that influences the maximum number of triangles in the constructed mesh.

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