D3DPATCHEDGESTYLE enumeration

Defines whether the current tessellation mode is discrete or continuous.

Syntax

typedef enum D3DPATCHEDGESTYLE { 
  D3DPATCHEDGE_DISCRETE     = 0,
  D3DPATCHEDGE_CONTINUOUS   = 1,
  D3DPATCHEDGE_FORCE_DWORD  = 0x7fffffff
} D3DPATCHEDGESTYLE, *LPD3DPATCHEDGESTYLE;

Constants

D3DPATCHEDGE_DISCRETE

Discrete edge style. In discrete mode, you can specify float tessellation but it will be truncated to integers.

D3DPATCHEDGE_CONTINUOUS

Continuous edge style. In continuous mode, tessellation is specified as float values that can be smoothly varied to reduce "popping" artifacts.

D3DPATCHEDGE_FORCE_DWORD

Forces this enumeration to compile to 32 bits in size. Without this value, some compilers would allow this enumeration to compile to a size other than 32 bits. This value is not used.

Remarks

Note that continuous tessellation produces a completely different tessellation pattern from the discrete one for the same tessellation values (this is more apparent in wireframe mode). Thus, 4.0 continuous is not the same as 4 discrete.

Requirements

Requirement Value
Header
D3D9Types.h

See also

Direct3D Enumerations