D3DXMESH enumeration
Flags used to specify creation options for a mesh.
Syntax
typedef enum D3DXMESH {
D3DXMESH_32BIT = 0x001,
D3DXMESH_DONOTCLIP = 0x002,
D3DXMESH_POINTS = 0x004,
D3DXMESH_RTPATCHES = 0x008,
D3DXMESH_NPATCHES = 0x4000,
D3DXMESH_VB_SYSTEMMEM = 0x010,
D3DXMESH_VB_MANAGED = 0x020,
D3DXMESH_VB_WRITEONLY = 0x040,
D3DXMESH_VB_DYNAMIC = 0x080,
D3DXMESH_VB_SOFTWAREPROCESSING = 0x8000,
D3DXMESH_IB_SYSTEMMEM = 0x100,
D3DXMESH_IB_MANAGED = 0x200,
D3DXMESH_IB_WRITEONLY = 0x400,
D3DXMESH_IB_DYNAMIC = 0x800,
D3DXMESH_IB_SOFTWAREPROCESSING = 0x10000,
D3DXMESH_VB_SHARE = 0x1000,
D3DXMESH_USEHWONLY = 0x2000,
D3DXMESH_SYSTEMMEM = 0x110,
D3DXMESH_MANAGED = 0x220,
D3DXMESH_WRITEONLY = 0x440,
D3DXMESH_DYNAMIC = 0x880,
D3DXMESH_SOFTWAREPROCESSING = 0x18000
} D3DXMESH, *LPD3DXMESH;
Constants
-
D3DXMESH_32BIT
-
The mesh has 32-bit indices instead of 16-bit indices. See Remarks.
-
D3DXMESH_DONOTCLIP
-
Use the D3DUSAGE_DONOTCLIP usage flag for vertex and index buffers.
-
D3DXMESH_POINTS
-
Use the D3DUSAGE_POINTS usage flag for vertex and index buffers.
-
D3DXMESH_RTPATCHES
-
Use the D3DUSAGE_RTPATCHES usage flag for vertex and index buffers.
-
D3DXMESH_NPATCHES
-
Specifying this flag causes the vertex and index buffer of the mesh to be created with D3DUSAGE_NPATCHES flag. This is required if the mesh object is to be rendered using N-patch enhancement using Direct3D.
-
D3DXMESH_VB_SYSTEMMEM
-
Use the D3DPOOL_SYSTEMMEM usage flag for vertex buffers.
-
D3DXMESH_VB_MANAGED
-
Use the D3DPOOL_MANAGED usage flag for vertex buffers.
-
D3DXMESH_VB_WRITEONLY
-
Use the D3DUSAGE_WRITEONLY usage flag for vertex buffers.
-
D3DXMESH_VB_DYNAMIC
-
Use the D3DUSAGE_DYNAMIC usage flag for vertex buffers.
-
D3DXMESH_VB_SOFTWAREPROCESSING
-
Use the D3DUSAGE_SOFTWAREPROCESSING usage flag for vertex buffers.
-
D3DXMESH_IB_SYSTEMMEM
-
Use the D3DPOOL_SYSTEMMEM usage flag for index buffers.
-
D3DXMESH_IB_MANAGED
-
Use the D3DPOOL_MANAGED usage flag for index buffers.
-
D3DXMESH_IB_WRITEONLY
-
Use the D3DUSAGE_WRITEONLY usage flag for index buffers.
-
D3DXMESH_IB_DYNAMIC
-
Use the D3DUSAGE_DYNAMIC usage flag for index buffers.
-
D3DXMESH_IB_SOFTWAREPROCESSING
-
Use the D3DUSAGE_SOFTWAREPROCESSING usage flag for index buffers.
-
D3DXMESH_VB_SHARE
-
Forces the cloned meshes to share vertex buffers.
-
D3DXMESH_USEHWONLY
-
Use hardware processing only. For mixed-mode device, this flag will cause the system to use hardware (if supported in hardware) or will default to software processing.
-
D3DXMESH_SYSTEMMEM
-
Equivalent to specifying both D3DXMESH_VB_SYSTEMMEM and D3DXMESH_IB_SYSTEMMEM.
-
D3DXMESH_MANAGED
-
Equivalent to specifying both D3DXMESH_VB_MANAGED and D3DXMESH_IB_MANAGED.
-
D3DXMESH_WRITEONLY
-
Equivalent to specifying both D3DXMESH_VB_WRITEONLY and D3DXMESH_IB_WRITEONLY.
-
D3DXMESH_DYNAMIC
-
Equivalent to specifying both D3DXMESH_VB_DYNAMIC and D3DXMESH_IB_DYNAMIC.
-
D3DXMESH_SOFTWAREPROCESSING
-
Equivalent to specifying both D3DXMESH_VB_SOFTWAREPROCESSING and D3DXMESH_IB_SOFTWAREPROCESSING.
Remarks
A 32-bit mesh (D3DXMESH_32BIT) can theoretically support (2^32)-1 faces and vertices. However, allocating memory for a mesh that large on a 32-bit operating system is not practical.
Requirements
Requirement | Value |
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Header |
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See also