D3DMFVF Values

Windows Mobile 6.5
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4/8/2010

The following table shows the macros related to creating and interpreting flexible vertex format (FVF) values (see Vertex Data Description).

Value Description

D3DMFVF_DIFFUSE

The vertex contains a 32-bit ARGB color value to be used as its diffuse color value.

D3DMFVF_MAX_NORMAL

See D3DMFVF_NORMAL_FIXED.

D3DMFVF_MAX_POSITION

See D3DMFVF_XYZRHW_FLOAT.

D3DMFVF_MAX_TEXCOUNT

See D3DMFVF_TEX4.

D3DMFVF_NORMAL_FIXED

The vertex normal is specified by three signed 16.16 fixed point values representing its x, y, and z components.

D3DMFVF_NORMAL_FLOAT

The vertex normal is specified by three IEEE 32-bit floating point values for its x, y, and z components.

D3DMFVF_NORMAL_MASK

Mask for normal bits.

D3DMFVF_NORMAL_NONE

There is no normal vector stored in the vertex. This is set by default. Vertices with this flag cannot contain a vertex normal after they are transformed.

D3DMFVF_POSITION_MASK

Mask for position bits.

D3DMFVF_RESERVED

This bit is reserved for future expansions to the FVF mechanism.

D3DMFVF_RESERVED_NORMAL1

This bit is reserved for future expansions to the FVF mechanism.

D3DMFVF_RESERVED_NORMAL2

This bit is reserved for future expansions to the FVF mechanism.

D3DMFVF_RESERVED_NORMAL3

This bit is reserved for future expansions to the FVF mechanism.

D3DMFVF_RESERVED_NORMAL4

This bit is reserved for future expansions to the FVF mechanism.

D3DMFVF_RESERVED_NORMAL5

This bit is reserved for future expansions to the FVF mechanism.

D3DMFVF_RESERVED_POSITION1

This bit is reserved for future expansions to the FVF mechanism.

D3DMFVF_RESERVED_POSITION2

This bit is reserved for future expansions to the FVF mechanism.

D3DMFVF_RESERVED_POSITION3

This bit is reserved for future expansions to the FVF mechanism.

D3DMFVF_RESERVED_POSITION4

This bit is reserved for future expansions to the FVF mechanism.

D3DMFVF_SPECULAR

The vertex contains a 32 -bit ARGB color value to be used as its specular color value.

D3DMFVF_TEX0 through D3DMFVF_TEX4

Number of texture coordinate sets for this vertex. The actual values for these flags are not sequential.

D3DMFVF_TEXCOORDCOUNT1

The texture coordinate set is one-dimensional.

D3DMFVF_TEXCOORDCOUNT2

The texture coordinate set is two-dimensional.

D3DMFVF_TEXCOORDCOUNT3

The texture coordinate set is three-dimensional.

D3DMFVF_TEXCOORDFIXED(CoordIndex)

See D3DMFVF_TEXCOORDFIXED.

D3DMFVF_TEXCOORDFLOAT(CoordIndex)

See D3DMFVF_TEXCOORDFLOAT.

D3DMFVF_TEXCOORDFORMAT_FIXED

The texture coordinates are all fixed point 16-bit values. Each texture coordinate is stored in the signed 16.16 fixed point format.

D3DMFVF_TEXCOORDFORMAT_FLOAT

The texture coordinates are all 32-bit IEEE floating point values.

D3DMFVF_TEXCOORDFORMAT_RESERVED1

This bit is reserved for future expansions to the FVF mechanism.

D3DMFVF_TEXCOORDFORMAT_RESERVED2

This bit is reserved for future expansions to the FVF mechanism.

D3DMFVF_TEXCOORDSIZE1(CoordIndex)

See D3DMFVF_TEXCOORDSIZE Macros.

D3DMFVF_TEXCOORDSIZE2(CoordIndex)

See D3DMFVF_TEXCOORDSIZE Macros.

D3DMFVF_TEXCOORDSIZE3(CoordIndex)

See D3DMFVF_TEXCOORDSIZE Macros.

D3DMFVF_TEXCOUNT_MASK

This is a utility value and does not identify a vertex property (see Vertex Data Description).

D3DMFVF_TEXCOUNT_SHIFT

This is a utility value and does not identify a vertex property (see Vertex Data Description).

D3DMFVF_TEXTURECOORDCOUNTS

This is a utility value and does not identify a vertex property.

D3DMFVF_TEXTURECOORDFORMATS

This is a utility value and does not identify a vertex property.

D3DMFVF_XYZ_FIXED

The vertex position is defined by a set of three 32-bit integers for x, y, and z using signed 16.16 fixed point encoding. The vertex position is specified in model space and must be transformed.

See Remarks for more information.

D3DMFVF_XYZ_FLOAT

The vertex position is defined by a set of three IEEE 32-bit floating point values for x, y and z, in that order. The vertex position is specified in model space and must be transformed. The w value for the vertex position is implied to be 1.0f.

See Remarks for more information.

D3DMFVF_XYZRHW_FIXED

The vertex position is defined by a set of four 32-bit integers for x, y, z and rhw (reciprocal of the homogeneous w). Each of the x, y, z, and rhw values are stored in signed 16.16 fixed point. This position is assumed to have already been transformed.

See Remarks for more information.

D3DMFVF_XYZRHW_FLOAT

The vertex position is defined by a set of four 32-bit IEEE floating point values. The x and y values are stored in screen space. The rhw value may range from positive to negative infinity. Values of z that fall between the MinZ and MaxZ values of the viewport are considered to be within the viewport.

See Remarks for more information.

The D3DMFVF_XYZ_FLOAT, D3DMFVF_XYZRHW_FIXED, D3DMFVF_XYZRHW_FLOAT, and D3DMFVF_XYZ_FIXED flags are mutually exclusive. Only one may be specified in a valid FVF value.

Headerd3dmtypes.h
Windows Embedded CEWindows CE 5.0 and later
Windows MobileWindows Mobile Version 5.0 and later

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