D3D10_PRIMITIVE enumeration

Primitive type, which determines how the data that makes up object geometry is organized.

Syntax


typedef enum D3D10_PRIMITIVE { 
  D3D10_PRIMITIVE_UNDEFINED     = 0,
  D3D10_PRIMITIVE_POINT         = 1,
  D3D10_PRIMITIVE_LINE          = 2,
  D3D10_PRIMITIVE_TRIANGLE      = 3,
  D3D10_PRIMITIVE_LINE_ADJ      = 6,
  D3D10_PRIMITIVE_TRIANGLE_ADJ  = 7
} D3D10_PRIMITIVE;

Constants

D3D10_PRIMITIVE_UNDEFINED

The type is undefined.

D3D10_PRIMITIVE_POINT

The data is organized in a point list.

D3D10_PRIMITIVE_LINE

The data is organized in a line list.

D3D10_PRIMITIVE_TRIANGLE

The data is organized in a triangle list.

D3D10_PRIMITIVE_LINE_ADJ

The data is organized in a line list with adjacency data.

D3D10_PRIMITIVE_TRIANGLE_ADJ

The data is organized in a triangle list with adjacency data.

Remarks

This enumeration is used by ID3D10ShaderReflection1::GetGSInputPrimitive.

This method requires Windows Vista Service Pack 1.

The D3D10_PRIMITIVE enumeration is type defined in the D3D10.h header file as a D3D_PRIMITIVE enumeration, which is fully defined in the D3DCommon.h header file.



typedef D3D_PRIMITIVE D3D10_PRIMITIVE;

Requirements

Header

D3D10.h

See also

Shader Enumerations

 

 

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