IDirect3DDevice8::ProcessVertices
This method applies the vertex processing defined by the vertex shader to the set of input data streams, generating a single stream of interleaved vertex data to the destination vertex buffer.
HRESULT ProcessVertices(
UINT SrcStartIndex,
UINT DestIndex,
UINT VertexCount,
IDirect3DVertexBuffer8* pDestBuffer,
DWORD Flags
);
Parameters
- SrcStartIndex
[in] Index of first vertex to be loaded. - DestIndex
[in] Index of first vertex in the destination vertex buffer into which the results are placed. - VertexCount
[in] Number of vertices to process. - pDestBuffer
[in] Pointer to an IDirect3DVertexBuffer8 interface, the destination vertex buffer representing the stream of interleaved vertex data. - Flags
[in] Processing options. Set this parameter to 0 for default processing. Set to D3DPV_DONOTCOPYDATA to prevent the system from copying vertex data not affected by the vertex operation into the destination buffer.
Return Values
If the method succeeds, the return value is D3D_OK.
If the method fails, the return value can be D3DERR_INVALIDCALL.
Remarks
The destination vertex buffer, pDestBuffer, must be created with a nonzero FVF parameter. The FVF code specified during the call to the IDirect3DDevice8::CreateVertexBuffer method specifies the vertex elements present in the destination vertex buffer.
Requirements
OS Versions: Windows CE .NET 4.0 and later.
Header: D3d8.h.
Link Library: D3d8.lib.
See Also
Device Types and Vertex Processing Requirements | IDirect3DVertexBuffer8 | IDirect3DDevice8::CreateVertexBuffer | IDirect3DDevice8
Last updated on Thursday, April 08, 2004
© 1992-2003 Microsoft Corporation. All rights reserved.