ID3DX10Mesh interface

Applications use the methods of the ID3DX10Mesh interface to manipulate mesh objects.

Members

The ID3DX10Mesh interface inherits from the IUnknown interface. ID3DX10Mesh also has these types of members:

Methods

The ID3DX10Mesh interface has these methods.

MethodDescription
CloneMesh

Creates a new mesh and fills it with the data of a previously loaded mesh.

CommitToDevice

Commit any changes made to a mesh to the device so that the changes can be rendered. This should be called after a mesh's data is altered and before it is rendered. A mesh cannot be rendered unless it is committed to the device. See remarks.

Discard

Removes mesh data from the device that has been committed to the device (with ID3DX10Mesh::CommitToDevice).

DrawSubset

Draws a subset of a mesh.

DrawSubsetInstanced

Draw several instances of the same subset of a mesh.

GenerateAdjacencyAndPointReps

Generate a list of mesh edges, as well as a list of faces that share each edge.

GenerateAttributeBufferFromTable

Generate an attribute buffer from the data in the mesh's attribute table. An attribute buffer is another format for storing the data in the attribute table. Both the attribute buffer and the attribute table are internal data structures in the mesh.

GenerateGSAdjacency

Adds adjacency data to the mesh's index buffer. When the mesh is to be sent to a geometry shader that takes adjacency data, it is neccessary for the mesh's index buffer to contain adjacency data.

GetAdjacencyBuffer

Access the mesh's adjacency buffer.

GetAttributeBuffer

Access the mesh's attribute buffer.

GetAttributeTable

Retrieves either an attribute table for a mesh, or the number of entries stored in an attribute table for a mesh.

GetDeviceIndexBuffer

Access the mesh's index buffer after it has been committed to the device with ID3DX10Mesh::CommitToDevice. This is different from ID3DX10Mesh::GetIndexBuffer, which returns the index buffer before it has been committed to the device.

GetDeviceVertexBuffer

Access the mesh's vertex buffer after it has been committed to the device with ID3DX10Mesh::CommitToDevice. This is different from ID3DX10Mesh::GetVertexBuffer, which returns the vertex buffer before it has been committed to the device.

GetFaceCount

Retrieves the number of faces in the mesh.

GetFlags

Access the mesh's creation flags.

GetIndexBuffer

Retrieves the data in an index buffer.

GetPointRepBuffer

Get the mesh's point rep buffer.

GetVertexBuffer

Retrieves the vertex buffer associated with the mesh.

GetVertexBufferCount

Get the number of vertex buffers in the mesh.

GetVertexCount

Get the number of vertices in the mesh. A mesh may contain multiple vertex buffers (i.e. one vertex buffer may contain all position data, another may contains all texture coordinate data, etc.), however each vertex buffer will contain the same number of elements.

GetVertexDescription

Access the vertex description passed into D3DX10CreateMesh. The vertex description describes the layout of the mesh's vertex buffers.

Intersect

Determines if a ray intersects with this mesh.

IntersectSubset

Determines if a ray intersects with a subset of this mesh.

Optimize

Generates a new mesh with reordered faces and vertices to optimize drawing performance.

SetAdjacencyData

Set the mesh's adjacency data.

SetAttributeData

Set the mesh's attribute data.

SetAttributeTable

Sets the attribute table for a mesh and the number of entries stored in the table.

SetIndexData

Set the mesh's index data.

SetPointRepData

Set the point rep data for the mesh.

SetVertexData

Set vertex data into one of the mesh's vertex buffers.

 

Remarks

To obtain the ID3DX10Mesh interface, call D3DX10CreateMesh.

Requirements

Header

D3DX10.h

Library

D3DX10.lib

See also

D3DX Interfaces

 

 

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