XRVertex (Compact 2013)

3/28/2014

This structure represents a three-dimensional vertex in a custom effect.


struct XRVertex
{
    float x;
    float y;
    float z;
    float w;
    unsigned long dwDiffuse;
    float u0;
    float v0;
    float u1;
    float v1;
};

x

Location on the x-axis of the vertex.

y

Location on the y-axis of the vertex.

z

Location on the z-axis of the vertex. The z and w values are used in perspective texturing.

w

Scalar value to apply to the vertex. The default value is 1. The z and w values are used in perspective texturing.

dwDiffuse

Value to multiply with texture that can be used for opacity effects and solid colors.

u0

Texture mapping coordinate for the first stage of texturing.

u0 and v0 are the x and y coordinates of a point on the texture image that maps to this vertex.

v0

Texture mapping coordinate for the first stage of texturing.

u0 and v0 are the x and y coordinates of a point on the texture image that maps to this vertex.

u1

Texture mapping coordinate for the second stage of texturing.

u1 and v1 are the x and y coordinates of a point on the texture image that maps to this vertex.

v1

Texture mapping coordinate for the second stage of texturing.

u1 and v1 are the x and y coordinates of a point on the texture image that maps to this vertex.

A vertex is a point in three-dimensional space. This structure is a member of the XRCustomEffectArguments structure, which defines rendering data for a custom shader effect.

Effects modify the appearance of UI elements, for example, by blurring an element or adding a drop shadow. Effects alter the individual pixels of a rasterized UI object by using an algorithm to alter how the pixels are displayed.

In XAML for Windows Embedded, effects are implemented by OEM developers who use graphics functionality specific to their platform. For more information about custom effects, see the Remarks section in IXRCustomEffect.

Header

XamlRuntime.h

sysgen

SYSGEN_XAML_RUNTIME

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