ID3DXPatchMesh::TessellateAdaptive method

Performs adaptive tessellation based on the z-based adaptive tessellation criterion.

Syntax

HRESULT TessellateAdaptive(
  [in] const D3DXVECTOR4 *pTrans,
  [in]       DWORD       dwMaxTessLevel,
  [in]       DWORD       dwMinTessLevel,
  [in]       LPD3DXMESH  pMesh
);

Parameters

pTrans [in]

Type: const D3DXVECTOR4*

Specifies a 4D vector that is dotted with the vertices to get the per-vertex adaptive tessellation amount. Each edge is tessellated to the average value of the tessellation levels for the two vertices it connects.

dwMaxTessLevel [in]

Type: DWORD

Maximum limit for adaptive tessellation. This is the number of vertices introduced between existing vertices. This integer value can range from 1 to 32, inclusive.

dwMinTessLevel [in]

Type: DWORD

Minimum limit for adaptive tessellation. This is the number of vertices introduced between existing vertices. This integer value can range from 1 to 32, inclusive.

pMesh [in]

Type: LPD3DXMESH

Resulting tessellated mesh. See ID3DXMesh.

Return value

Type: HRESULT

If the method succeeds, the return value is D3D_OK. If the method fails, the return value can be one of the following: D3DERR_INVALIDCALL, E_OUTOFMEMORY.

Remarks

This function will perform more efficiently if the patch mesh has been optimized using ID3DXPatchMesh::Optimize.

Requirements

Requirement Value
Header
D3DX9Mesh.h
Library
D3dx9.lib

See also

ID3DXPatchMesh