D3DXMESH enumeration

Flags used to specify creation options for a mesh.

Syntax


typedef enum D3DXMESH { 
  D3DXMESH_32BIT                  = 0x001,
  D3DXMESH_DONOTCLIP              = 0x002,
  D3DXMESH_POINTS                 = 0x004,
  D3DXMESH_RTPATCHES              = 0x008,
  D3DXMESH_NPATCHES               = 0x4000,
  D3DXMESH_VB_SYSTEMMEM           = 0x010,
  D3DXMESH_VB_MANAGED             = 0x020,
  D3DXMESH_VB_WRITEONLY           = 0x040,
  D3DXMESH_VB_DYNAMIC             = 0x080,
  D3DXMESH_VB_SOFTWAREPROCESSING  = 0x8000,
  D3DXMESH_IB_SYSTEMMEM           = 0x100,
  D3DXMESH_IB_MANAGED             = 0x200,
  D3DXMESH_IB_WRITEONLY           = 0x400,
  D3DXMESH_IB_DYNAMIC             = 0x800,
  D3DXMESH_IB_SOFTWAREPROCESSING  = 0x10000,
  D3DXMESH_VB_SHARE               = 0x1000,
  D3DXMESH_USEHWONLY              = 0x2000,
  D3DXMESH_SYSTEMMEM              = 0x110,
  D3DXMESH_MANAGED                = 0x220,
  D3DXMESH_WRITEONLY              = 0x440,
  D3DXMESH_DYNAMIC                = 0x880,
  D3DXMESH_SOFTWAREPROCESSING     = 0x18000
} D3DXMESH, *LPD3DXMESH;

Constants

D3DXMESH_32BIT

The mesh has 32-bit indices instead of 16-bit indices. See Remarks.

D3DXMESH_DONOTCLIP

Use the D3DUSAGE_DONOTCLIP usage flag for vertex and index buffers.

D3DXMESH_POINTS

Use the D3DUSAGE_POINTS usage flag for vertex and index buffers.

D3DXMESH_RTPATCHES

Use the D3DUSAGE_RTPATCHES usage flag for vertex and index buffers.

D3DXMESH_NPATCHES

Specifying this flag causes the vertex and index buffer of the mesh to be created with D3DUSAGE_NPATCHES flag. This is required if the mesh object is to be rendered using N-patch enhancement using Direct3D.

D3DXMESH_VB_SYSTEMMEM

Use the D3DPOOL_SYSTEMMEM usage flag for vertex buffers.

D3DXMESH_VB_MANAGED

Use the D3DPOOL_MANAGED usage flag for vertex buffers.

D3DXMESH_VB_WRITEONLY

Use the D3DUSAGE_WRITEONLY usage flag for vertex buffers.

D3DXMESH_VB_DYNAMIC

Use the D3DUSAGE_DYNAMIC usage flag for vertex buffers.

D3DXMESH_VB_SOFTWAREPROCESSING

Use the D3DUSAGE_SOFTWAREPROCESSING usage flag for vertex buffers.

D3DXMESH_IB_SYSTEMMEM

Use the D3DPOOL_SYSTEMMEM usage flag for index buffers.

D3DXMESH_IB_MANAGED

Use the D3DPOOL_MANAGED usage flag for index buffers.

D3DXMESH_IB_WRITEONLY

Use the D3DUSAGE_WRITEONLY usage flag for index buffers.

D3DXMESH_IB_DYNAMIC

Use the D3DUSAGE_DYNAMIC usage flag for index buffers.

D3DXMESH_IB_SOFTWAREPROCESSING

Use the D3DUSAGE_SOFTWAREPROCESSING usage flag for index buffers.

D3DXMESH_VB_SHARE

Forces the cloned meshes to share vertex buffers.

D3DXMESH_USEHWONLY

Use hardware processing only. For mixed-mode device, this flag will cause the system to use hardware (if supported in hardware) or will default to software processing.

D3DXMESH_SYSTEMMEM

Equivalent to specifying both D3DXMESH_VB_SYSTEMMEM and D3DXMESH_IB_SYSTEMMEM.

D3DXMESH_MANAGED

Equivalent to specifying both D3DXMESH_VB_MANAGED and D3DXMESH_IB_MANAGED.

D3DXMESH_WRITEONLY

Equivalent to specifying both D3DXMESH_VB_WRITEONLY and D3DXMESH_IB_WRITEONLY.

D3DXMESH_DYNAMIC

Equivalent to specifying both D3DXMESH_VB_DYNAMIC and D3DXMESH_IB_DYNAMIC.

D3DXMESH_SOFTWAREPROCESSING

Equivalent to specifying both D3DXMESH_VB_SOFTWAREPROCESSING and D3DXMESH_IB_SOFTWAREPROCESSING.

Remarks

A 32-bit mesh (D3DXMESH_32BIT) can theoretically support (2^32)-1 faces and vertices. However, allocating memory for a mesh that large on a 32-bit operating system is not practical.

Requirements

Header

D3dx9mesh.h

 

 

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