Assembly: Microsoft.WindowsMobile.DirectX (in microsoft.windowsmobile.directx.dll)
public void ProcessVertices ( int srcStartIndex, int destIndex, int vertexCount, VertexBuffer destBuffer, bool copyData )
public void ProcessVertices ( int srcStartIndex, int destIndex, int vertexCount, VertexBuffer destBuffer, boolean copyData )
public function ProcessVertices ( srcStartIndex : int, destIndex : int, vertexCount : int, destBuffer : VertexBuffer, copyData : boolean )
The index of the first vertex to load.
The index of the first vertex in the destination vertex buffer into which the results are placed.
The number of vertices to process.
A VertexBuffer class; the destination vertex buffer that represents the stream of interleaved vertex data.
Set to true for default processing. Set to false to prevent the system from copying vertex data not affected by the vertex operation into the destination buffer.
The method call is invalid. For example, a method's parameter might contain an invalid value.
The order of operations for this method is as follows.
Transform vertices to projection space using the world + view + projection matrix.
Compute screen coordinates using viewport settings.
If clipping is enabled, compute clipping codes and store them in an internal buffer that is associated with the destination vertex buffer. If a vertex is inside the viewing frustum, its screen coordinates are computed. If the vertex is outside the viewing frustum, it is stored in the destination vertex buffer in projection space coordinates.
Note that the user does not have access to the internal clip code buffer. No clipping is done on triangles or any other primitives.
The destination vertex buffer, destBuffer, must be created with a nonzero flexible vertex format parameter. The flexible vertex format (FVF) code specified during the call to the VertexBuffer constructor method specifies the vertex elements present in the destination vertex buffer.
When Direct3D generates texture coordinates or copies or transforms input texture coordinates, and the output texture coordinate format defines more texture coordinate components than Direct3D generates, Direct3D does not change the extra components.