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D2D1_VERTEX_OPTIONS enumeration

Describes flags that influence how the renderer interacts with a custom vertex shader.

Syntax


typedef enum D2D1_VERTEX_OPTIONS { 
  D2D1_VERTEX_OPTIONS_NONE               = 0,
  D2D1_VERTEX_OPTIONS_DO_NOT_CLEAR       = 1,
  D2D1_VERTEX_OPTIONS_USE_DEPTH_BUFFER   = 2,
  D2D1_VERTEX_OPTIONS_ASSUME_NO_OVERLAP  = 4
} D2D1_VERTEX_OPTIONS;

Constants

D2D1_VERTEX_OPTIONS_NONE

The logical equivalent of having no flags set.

D2D1_VERTEX_OPTIONS_DO_NOT_CLEAR

If this flag is set, the renderer assumes that the vertex shader will cover the entire region of interest with vertices and need not clear the destination render target. If this flag is not set, the renderer assumes that the vertices do not cover the entire region interest and must clear the render target to transparent black first.

D2D1_VERTEX_OPTIONS_USE_DEPTH_BUFFER

The renderer will use a depth buffer when rendering custom vertices. The depth buffer will be used for calculating occlusion information. This can result in the renderer output being draw-order dependent if it contains transparency.

D2D1_VERTEX_OPTIONS_ASSUME_NO_OVERLAP

Indicates that custom vertices do not overlap each other.

Requirements

Minimum supported client

Windows 8 and Platform Update for Windows 7 [desktop apps | Windows Store apps]

Minimum supported server

Windows Server 2012 and Platform Update for Windows Server 2008 R2 [desktop apps | Windows Store apps]

Minimum supported phone

Windows Phone 8.1 [Windows Phone Silverlight 8.1 and Windows Runtime apps]

Header

D2d1effectauthor.h

Type library

D2d1.lib;
D2d1.dll

See also

D2D1_BLEND_DESCRIPTION
ID2D1BlendTransform

 

 

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