VertexFormats Enumeration (Microsoft.DirectX.Direct3D)
Describes values that define a vertex format used to describe the contents of vertices that are stored interleaved in a single data stream.
Definition
Visual Basic Public Enum VertexFormats C# public enum VertexFormats C++ public enum class VertexFormats JScript public enum VertexFormats
Members
Member Value Description PositionNormal 18 Vertex format includes a vertex normal vector. This value cannot be used with the Transformed value. LastBetaD3DColor 32768 Last beta field in the vertex position data will be of type Int32. The data in the beta fields are used with matrix palette skinning to specify matrix indices. LastBetaUByte4 4096 Last beta field in the vertex position data will be of type UBYTE4. The data in the beta fields are used with matrix palette skinning to specify matrix indices. The vertex format is declared as PositionBlend5 | LastBetaUByte4. Both weights
andMatrixIndices
are included inbeta[]
, where LastBetaUByte4 directs the compiler to interpret the last uint (beta[5]
) as type UBYTE4. The last beta is determined by VertexBlend, not by the number of betas in the position format. For example, if VertexBlend is TwoWeights, and the position format is as specified above, the last beta will bebeta[2]
and will be used as a uint with 4-byte indices.Texture8 2048 Number of texture coordinate sets for this vertex. The actual values for these flags are not sequential. Texture7 1792 Number of texture coordinate sets for this vertex. The actual values for these flags are not sequential. Texture6 1536 Number of texture coordinate sets for this vertex. The actual values for these flags are not sequential. Texture5 1280 Number of texture coordinate sets for this vertex. The actual values for these flags are not sequential. Texture4 1024 Number of texture coordinate sets for this vertex. The actual values for these flags are not sequential. Texture3 768 Number of texture coordinate sets for this vertex. The actual values for these flags are not sequential. Texture2 512 Number of texture coordinate sets for this vertex. The actual values for these flags are not sequential. Texture1 256 Number of texture coordinate sets for this vertex. The actual values for these flags are not sequential. Texture0 0 Number of texture coordinate sets for this vertex. The actual values for these flags are not sequential. TextureCountShift 8 Number of bits by which to shift an integer value that identifies the number of texture coordinates for a vertex. TextureCountMask 3840 Mask value for texture flag bits. Specular 128 Vertex format includes a specular color component. Diffuse 64 Vertex format includes a diffuse color component. PointSize 32 Vertex format is specified in point size. This size is expressed in camera space units for vertices that are not transformed and lit, and in device-space units for vertices that are transformed and lit. Normal 16 Vertex format includes a vertex normal vector. This value cannot be used with the Transformed flag. PositionW 16386 Vertex format contains transformed and clipped x, y, z, w data. Device.ProcessVertices does not invoke the clipper, but instead outputs data in clip coordinates. This constant is designed for, and can only be used with, the programmable vertex pipeline. PositionBlend5 14 Vertex format contains position data and a corresponding number of weighting (beta) values to use for multimatrix vertex blending operations. Currently, Microsoft Direct3D can blend with up to three weighting values and four blending matrices. PositionBlend4 12 Vertex format contains position data and a corresponding number of weighting (beta) values to use for multimatrix vertex blending operations. Currently, Direct3D can blend with up to three weighting values and four blending matrices. PositionBlend3 10 Vertex format contains position data and a corresponding number of weighting (beta) values to use for multimatrix vertex blending operations. Currently, Direct3D can blend with up to three weighting values and four blending matrices. PositionBlend2 8 Vertex format contains position data and a corresponding number of weighting (beta) values to use for multimatrix vertex blending operations. Currently, Direct3D can blend with up to three weighting values and four blending matrices. PositionBlend1 6 Vertex format contains position data and a corresponding number of weighting (beta) values to use for multimatrix vertex blending operations. Currently, Direct3D can blend with up to three weighting values and four blending matrices. Transformed 4 Vertex format includes the position of a transformed vertex. This flag cannot be used with the Position or Normal flags. Position 2 Mask for position bits. PositionMask 16398 Mask for position bits. None 0 No vertex format.
Remarks
Vertex format codes generally are used to specify data to be processed by fixed function vertex processing.
Enumeration Information
Namespace Microsoft.DirectX.Direct3D Assembly Microsoft.DirectX.Direct3D (microsoft.directx.direct3d.dll) Strong Name Microsoft.DirectX.Direct3D, Version=1.0.900.0, Culture=neutral, PublicKeyToken=d3231b57b74a1492