D3DPRIMCAPS
Obsolete in Microsoft DirectX® 8.0 and later versions; see Remarks section of this API.
The D3DPRIMCAPS structure defines the capabilities for each primitive type.
typedef struct _D3DPrimCaps {
DWORD dwSize;
DWORD dwMiscCaps;
DWORD dwRasterCaps;
DWORD dwZCmpCaps;
DWORD dwSrcBlendCaps;
DWORD dwDestBlendCaps;
DWORD dwAlphaCmpCaps;
DWORD dwShadeCaps;
DWORD dwTextureCaps;
DWORD dwTextureFilterCaps;
DWORD dwTextureBlendCaps;
DWORD dwTextureAddressCaps;
DWORD dwStippleWidth;
DWORD dwStippleHeight;
} D3DPRIMCAPS, *LPD3DPRIMCAPS;
Members
dwSize
Specifies the size, in bytes, of the D3DPRIMCAPS structure.dwMiscCaps
Specifies the general capabilities for this primitive. This member can be one or more of the following.Value Description D3DPMISCCAPS_CONFORMANT The device conforms to the OpenGL® standard. D3DPMISCCAPS_CULLCCW The driver supports counterclockwise culling through the D3DRENDERSTATE_CULLMODE render state. This applies only to triangle primitives. This corresponds to the D3DCULL_CCW enumerator of the D3DCULL enumerated type. D3DPMISCCAPS_CULLCW The driver supports clockwise triangle culling through the D3DRENDERSTATE_CULLMODE render state. This applies only to triangle primitives. This corresponds to the D3DCULL_CW enumerator of the D3DCULL enumerated type. D3DPMISCCAPS_CULLNONE The driver does not perform triangle culling. This corresponds to the D3DCULL_NONE enumerator of the D3DCULL enumerated type. D3DPMISCCAPS_LINEPATTERNREP The driver can handle values other than 1 in the wRepeatFactor member of the D3DLINEPATTERN structure. This applies only to line-drawing primitives. D3DPMISCCAPS_LINEPATTERNREP and D3DPRASTERCAPS_PAT must be set consistently, both on or both off.
D3DPMISCCAPS_MASKPLANES The device can perform a bitmask of color planes. D3DPMISCCAPS_MASKZ The device can enable and disable modification of the z-buffer on pixel operations. dwRasterCaps
Contains information on raster-drawing capabilities. This member can be one or more of the following.Value Description D3DPRASTERCAPS_ANISOTROPY The device supports anisotropic filtering. For more information, see D3DTSS_MAXANISOTROPY in the DirectX SDK documentation. D3DPRASTERCAPS_ANTIALIASEDGES The device can antialias lines forming the convex outline of objects. For more information, see D3DRENDERSTATE_EDGEANTIALIAS in the DirectX SDK documentation. D3DPRASTERCAPS_ANTIALIASSORTDEPENDENT The device supports antialiasing that is dependent on the sort order of the polygons, back-to-front or front-to-back. The application must draw polygons in the right order for antialiasing to occur. For more information, see the D3DANTIALIASMODE enumerated type in the DirectX SDK documentation. D3DPRASTERCAPS_ANTIALIASSORTINDEPENDENT The device supports antialiasing that is not dependent on the sort order of the polygons. For more information, see the D3DANTIALIASMODE enumerated type in the DirectX SDK documentation. D3DPRASTERCAPS_DITHER The device can dither to improve color resolution through the D3DRENDERSTATE_DITHERENABLE render state. D3DPRASTERCAPS_FOGRANGE The device supports range-based fog, in which the distance of an object from the viewer, rather than the depth of the object, its z-coordinate, is used to compute fog effects in the scene. For more information, see D3DRENDERSTATE_RANGEFOGENABLE in the DirectX SDK documentation. D3DPRASTERCAPS_FOGTABLE The device calculates the fog value by referring to a look-up table containing fog values that are indexed to the depth of a given pixel. For more information, see D3DRENDERSTATE_FOGCOLOR, D3DRENDERSTATE_FOGDENSITY, D3DRENDERSTATE_FOGENABLE, D3DRENDERSTATE_FOGEND, D3DRENDERSTATE_FOGSTART, and D3DRENDERSTATE_FOGTABLEMODE in the DirectX SDK documentation. D3DPRASTERCAPS_FOGVERTEX The device calculates the fog value during the lighting operation, places the value into the alpha component of the D3DCOLOR value given for the specular member of the D3DTLVERTEX structure, and interpolates the fog value during rasterization. For more information, see D3DRENDERSTATE_FOGCOLOR, D3DRENDERSTATE_FOGDENSITY, D3DRENDERSTATE_FOGENABLE, D3DRENDERSTATE_FOGEND, D3DRENDERSTATE_FOGSTART, and D3DRENDERSTATE_FOGVERTEXMODE in the DirectX SDK documentation. D3DPRASTERCAPS_PAT The driver can perform patterned drawing with lines or fills with D3DRENDERSTATE_LINEPATTERN or one of the D3DRENDERSTATE_STIPPLEPATTERN render states for the primitive being queried. D3DPRASTERCAPS_PAT and D3DPMISCCAPS_LINEPATTERNREP must be set consistently, both on or both off.
D3DPRASTERCAPS_ROP2 The device can support raster operations other than R2_COPYPEN. D3DPRASTERCAPS_STIPPLE The device can stipple polygons to simulate translucency. D3DPRASTERCAPS_SUBPIXEL The device performs subpixel placement of z, color, and texture data, rather than working with the nearest-integer pixel coordinate. This helps avoid bleedthrough due to z imprecision, and jitter of color and texture values for pixels. Note that there is no corresponding state that can be enabled and disabled; the device either performs subpixel placement or it does not, and this bit is present only so that the Direct3D client can better determine what the rendering quality will be. D3DPRASTERCAPS_SUBPIXELX The device is subpixel-accurate along the x-axis only, and is clamped to an integer y-axis scan line. For information about subpixel accuracy, see the previously mentioned definition of D3DPRASTERCAPS_SUBPIXEL. D3DPRASTERCAPS_TRANSLUCENTSORTINDEPENDENT The hardware can perform translucency without sorting. This is an offshoot of the A buffer technique for antialiasing. D3DPRASTERCAPS_WBUFFER The device supports w-buffering. D3DPRASTERCAPS_WFOG The device supports w-based fog. D3DPRASTERCAPS_XOR The device can support XOR operations. If this flag is not set but D3DPRASTER_ROP2 is set, then XOR operations must still be supported. D3DPRASTERCAPS_ZBIAS The device supports z-bias values, integer values assigned to polygons to allow physically coplanar polygons to appear separate. For more information, see D3DRENDERSTATE_ZBIAS in the DirectX SDK documentation. D3DPRASTERCAPS_ZBUFFERLESSHSR The device can perform hidden-surface removal (HSR) without requiring the application to sort polygons, and without requiring the allocation of a z-buffer. This leaves more video memory for textures. The method used to perform HSR is hardware-dependent and is transparent to the application. Z-buffer-less HSR is performed if no z-buffer surface is attached to the rendering target surface and the z-buffer comparison test is enabled (that is, when the state value associated with the D3DRENDERSTATE_ZENABLE render state value is set to TRUE). D3DPRASTERCAPS_ZFOG The device supports z based fog. D3DPRASTERCAPS_ZTEST The device can perform z-test operations. This effectively renders a primitive and indicates whether any z pixels would have been rendered. dwZCmpCaps
Specifies Z-buffer comparison functions that the driver can perform through the D3DRENDERSTATE_ZFUNC render state. This member can be one or more of the following.Comparison Function Description D3DPCMPCAPS_ALWAYS Always pass the z test. D3DPCMPCAPS_EQUAL Pass the z test if the new z equals the current z. D3DPCMPCAPS_GREATER Pass the z test if the new z is greater than the current z. D3DPCMPCAPS_GREATEREQUAL Pass the z test if the new z is greater than or equal to the current z. D3DPCMPCAPS_LESS Pass the z test if the new z is less than the current z. D3DPCMPCAPS_LESSEQUAL Pass the z test if the new z is less than or equal to the current z. D3DPCMPCAPS_NEVER Always fail the z test. D3DPCMPCAPS_NOTEQUAL Pass the z test if the new z does not equal the current z. dwSrcBlendCaps
Specifies source-blending capabilities supported by the driver through the D3DRENDERSTATE_SRCBLEND render state. This member can be one or more of the following values. (The RGBA values of the source and destination are indicated with the subscripts s and d.)Value Description D3DPBLENDCAPS_BOTHINVSRCALPHA Source blend factor is (1 - As, 1 - As, 1 - As, 1 - As) and destination blend factor is (As, As, As, As); the destination blend selection is overridden. D3DPBLENDCAPS_BOTHSRCALPHA Source blend factor is (As, As, As, As) and destination blend factor is (1 - As, 1 - As, 1 - As, 1 - As); the destination blend selection is overridden. D3DPBLENDCAPS_DESTALPHA Blend factor is (Ad, Ad, Ad, Ad). D3DPBLENDCAPS_DESTCOLOR Blend factor is (Rd, Gd, Bd, Ad). D3DPBLENDCAPS_INVDESTALPHA Blend factor is (1 - Ad, 1 - Ad, 1 - Ad, 1 - Ad). D3DPBLENDCAPS_INVDESTCOLOR Blend factor is (1 - Rd, 1 - Gd, 1 - Bd, 1 - Ad). D3DPBLENDCAPS_INVSRCALPHA Blend factor is (1 - As, 1 - As, 1 - As, 1 - As). D3DPBLENDCAPS_INVSRCCOLOR Blend factor is (1 - Rs, 1 - Gs, 1 - Bs, 1 - As). D3DPBLENDCAPS_ONE Blend factor is (1, 1, 1, 1). D3DPBLENDCAPS_SRCALPHA Blend factor is (As, As, As, As). D3DPBLENDCAPS_SRCALPHASAT Blend factor is (f, f, f, 1); f = min(As, 1 - Ad). D3DPBLENDCAPS_SRCCOLOR Blend factor is (Rs, Gs, Bs, As). D3DPBLENDCAPS_ZERO Blend factor is (0, 0, 0, 0). dwDestBlendCaps
Specifies destination-blending capabilities supported by the driver through the D3DRENDERSTATE_DESTBLEND render state. This member can be the same capabilities that are defined for the dwSrcBlendCaps member.dwAlphaCmpCaps
Specifies alpha-test comparison functions that the driver can perform. This member uses the same comparison functions as are defined for the dwZCmpCaps member. If the dwAlphaCmpCaps member of the D3DPRIMCAPS structure is zero, the driver does not support alpha test render states D3DRENDERSTATE_ALPHAFUNC, D3DRENDERSTATE_ALPHAREF, and D3DRENDERSTATE_ALPHATESTENABLE.dwShadeCaps
Specifies shading operations that the device can perform. It is assumed, in general, that if a device supports a given command (such as D3DOP_TRIANGLE) at all, it supports the D3DSHADE_FLAT mode (as specified in the D3DSHADEMODE enumerated type in the DirectX SDK documentation). This flag specifies whether the driver can also support Gouraud and Phong shading and whether alpha color components are supported for each of the three color-generation modes. When alpha components are not supported in a given mode, the alpha value of colors generated in that mode is implicitly 255. This is the maximum possible alpha (that is, the alpha component is at full intensity).The color, specular highlights, fog, and alpha interpolants of a triangle each have capability flags that an application can use to find out how they are implemented by the device driver. These are modified by the shade mode and color model, and by whether the alpha component of a color is blended or stippled.
This member can be one or more of values listed in the following table. Related flags are grouped together in this table.
Value Description D3DPSHADECAPS_ALPHAFLATBLEND
D3DPSHADECAPS_ALPHAFLATSTIPPLEDThe device can support an alpha component for flat-blended and stippled (D3DRENDERSTATE_STIPPLEDALPHA) transparency, respectively (the D3DSHADE_FLAT state for the D3DSHADEMODE enumerated type). In these modes, the alpha color component for a primitive is provided as part of the color for the first vertex of the primitive. D3DPSHADECAPS_ALPHAGOURAUDBLEND
D3DPSHADECAPS_ALPHAGOURAUDSTIPPLEDThe device can support an alpha component for Gouraud blended and stippled (D3DRENDERSTATE_STIPPLEDALPHA) transparency, respectively (the D3DSHADE_GOURAUD state for the D3DSHADEMODE enumerated type). In these modes, the alpha color component for a primitive is provided at vertices and interpolated across a face along with the other color components. D3DPSHADECAPS_ALPHAPHONGBLEND
D3DPSHADECAPS_ALPHAPHONGSTIPPLEDThe device can support an alpha component for Phong-blended and stippled (D3DRENDERSTATE_STIPPLEDALPHA) transparency, respectively (the D3DSHADE_PHONG state for the D3DSHADEMODE enumerated type). In these modes, vertex parameters are reevaluated on a per-pixel basis, applying lighting effects for the red, green, and blue color components. D3DPSHADECAPS_COLORFLATMONO
D3DPSHADECAPS_COLORFLATRGBThe device can support colored flat shading in the D3DCOLOR_MONO and D3DCOLOR_RGB color models, respectively. In these modes, the color component for a primitive is provided as part of the color for the first vertex of the primitive. In monochromatic lighting modes, only the blue component of the color is interpolated; in RGB lighting modes, of course, the red, green, and blue components are interpolated. D3DPSHADECAPS_COLORGOURAUDMONO
D3DPSHADECAPS_COLORGOURAUDRGBThe device can support colored Gouraud shading in the D3DCOLOR_MONO and D3DCOLOR_RGB color models, respectively. In these modes, the color component for a primitive is provided at vertices and interpolated across a face along with the other color components. In monochromatic lighting modes, only the blue component of the color is interpolated; in RGB lighting modes, of course, the red, green, and blue components are interpolated. D3DPSHADECAPS_COLORPHONGMONO
D3DPSHADECAPS_COLORPHONGRGBThe device can support colored Phong shading in the D3DCOLOR_MONO and D3DCOLOR_RGB color models, respectively. In these modes, vertex parameters are reevaluated on a per-pixel basis. Lighting effects are applied for the red, green, and blue color components in RGB mode, and for the blue component only for monochromatic mode. D3DPSHADECAPS_FOGFLAT
D3DPSHADECAPS_FOGGOURAUD,
D3DPSHADECAPS_FOGPHONGThe device can support fog in the flat, Gouraud, and Phong shading models, respectively. D3DPSHADECAPS_SPECULARFLATMONO
D3DPSHADECAPS_SPECULARFLATRGBThe device can support specular highlights through the D3DRENDERSTATE_SPECULARENABLE render state in flat shading in the D3DCOLOR_MONO and D3DCOLOR_RGB color models, respectively. D3DPSHADECAPS_SPECULARGOURAUDMONO
D3DPSHADECAPS_SPECULARGOURAUDRGBThe device can support specular highlights through the D3DRENDERSTATE_SPECULARENABLE render state in Gouraud shading in the D3DCOLOR_MONO and D3DCOLOR_RGB color models, respectively. D3DPSHADECAPS_SPECULARPHONGMONO
D3DPSHADECAPS_SPECULARPHONGRGBThe device can support specular highlights through the D3DRENDERSTATE_SPECULARENABLE render state in Phong shading in the D3DCOLOR_MONO and D3DCOLOR_RGB color models, respectively. Phong shading is not supported for DirectX 2.0. Most hardware drivers should expose the D3DPSHADECAPS_COLORFLATRGB and D3DPSHADECAPS_COLORGOURAUDRGB capabilities. Hardware that supports intensity (grayscale) lighting (see D3DRENDERSTATE_MONOENABLE for more details) should also expose the D3DPSHADECAPS_COLORFLATMONO and D3DSHADECAPS_COLORGOURAUDMONO capabilities.
dwTextureCaps
Specifies miscellaneous texture-mapping capabilities. This member can be one or more of the following.Value Description D3DPTEXTURECAPS_ALPHA RGBA textures are supported in the D3DTEX_DECAL and D3DTEX_MODULATE texture filtering modes. If this capability is not set, then only RGB textures are supported in those modes. Regardless of whether this flag is set, alpha must always be supported in the D3DTEX_DECAL_MASK, D3DTEX_DECAL_ALPHA, and D3DTEX_MODULATE_ALPHA filtering modes whenever those filtering modes are available. D3DPTEXTURECAPS_ALPHAPALETTE Palletized texture surfaces whose palettes contain alpha information are supported (see the DDPCAPS_ALPHA flag in the DDCAPS structure in the DirectDraw SDK documentation). D3DPTEXTURECAPS_BORDER Texture mapping along borders is supported. D3DPTEXTURECAPS_COLORKEYBLEND The device is capable of performing color key blending. D3DPTEXTURECAPS_CUBEMAP The device is capable of supporting cube environment mapping. D3DPTEXTURECAPS_PERSPECTIVE Perspective correction is supported. See D3DRENDERSTATE_TEXTUREPERSPECTIVE in the DirectX SDK documentation. D3DPTEXTURECAPS_POW2 All non-MIP mapped textures have widths and heights specified as powers of two. (Note that all MIP mapped textures must always have dimensions that are powers of two.) D3DPTEXTURECAPS_PROJECTED The device can divide transformed texture coordinates by the COUNTth texture coordinate. In other words, the device can do D3DTTFF_PROJECTED. See D3DTEXTURETRANSFORMFLAGS in the DirectX SDK documentation. D3DPTEXTURECAPS_NONPOW2CONDITIONAL The device can use non-POW2 textures if the D3DTADDRESS_CLAMP enumerator of the D3DTEXTUREADDRESS enumerated type is set for this texture's stage, D3DRENDERSTATE_WRAPN is zero for this texture's coordinates, or MIP mapping and anisotroptic filtering are disabled. D3DPTEXTURECAPS_SQUAREONLY All textures must be square. D3DPTEXTURECAPS_TEXREPEATNOTSCALESBYSIZE Texture indexes are not scaled by the texture size before interpolation. D3DPTEXTURECAPS_TEXTURETRANSFORM The device is capable of doing texture transforms. D3DPTEXTURECAPS_TRANSPARENCY Texture transparency is supported. (Only those texels that are not the current transparent color are drawn.) dwTextureFilterCaps
Specifies texture-mapping capabilities. This member can be one or more of the following.Value Description D3DPTFILTERCAPS_LINEAR Bilinear filtering is supported. A weighted average of a 2-by-2 area of texels surrounding the desired pixel is used. This applies to both zooming in and zooming out. If either zooming in or zooming out is supported, then both must be supported. D3DPTFILTERCAPS_LINEARMIPLINEAR Trilinear interpolation between MIP maps is supported. Performs bilinear filtering on the two nearest MIP maps, then interpolates linearly between the two colors to determine the final color. D3DPTFILTERCAPS_LINEARMIPNEAREST Linear interpolation between two point sampled MIP maps is supported. Chooses the nearest texel from the two closest MIP map levels, then performs linear interpolation between them. D3DPTFILTERCAPS_MAGFAFLATCUBIC Per-stage flat-cubic filtering for magnifying textures is supported. The flat-cubic magnification filter is represented by the D3DTFG_FLATCUBIC member of the D3DTEXTUREMAGFILTER enumeration. D3DPTFILTERCAPS_MAGFANISOTROPIC Per-stage anisotropic filtering for magnifying textures is supported. The anisotropic magnification filter is represented by the D3DTFG_ANISOTROPIC member of the D3DTEXTUREMAGFILTER enumeration. D3DPTFILTERCAPS_MAGFGAUSSIANCUBIC Per-stage Gaussian-cubic filtering for magnifying textures is supported. The Gaussian-cubic magnification filter is represented by the D3DTFG_GAUSSIANCUBIC member of the D3DTEXTUREMAGFILTER enumeration. D3DPTFILTERCAPS_MAGFLINEAR Per-stage bilinear-interpolation filtering for magnifying textures is supported. The bilinear-interpolation magnification filter is represented by the D3DTFG_LINEAR member of the D3DTEXTUREMAGFILTER enumeration.
Specifies that bilinear filtering on the magnify filter is supported.D3DPTFILTERCAPS_MAGFPOINT Per-stage point-sampled filtering for magnifying textures is supported. The point-sample magnification filter is represented by the D3DTFG_POINT member of the D3DTEXTUREMAGFILTER enumeration. D3DPTFILTERCAPS_MINFANISOTROPIC Per-stage anisotropic filtering for minifying textures is supported. The anisotropic minification filter is represented by the D3DTFN_ANISOTROPIC member of the D3DTEXTUREMINFILTER enumeration. D3DPTFILTERCAPS_MINFLINEAR Per-stage bilinear-interpolation filtering for minifying textures is supported. The bilinear minification filter is represented by the D3DTFN_LINEAR member of the D3DTEXTUREMINFILTER enumeration. D3DPTFILTERCAPS_MINFPOINT Per-stage point-sampled filtering for minifying textures is supported. The point-sample minification filter is represented by the D3DTFN_POINT member of the D3DTEXTUREMINFILTER enumeration. D3DPTFILTERCAPS_MIPFLINEAR Per-stage trilinear-interpolation filtering for MIP maps (that is, bilinear filtering between MIP levels) is supported. The trilinear-interpolation MIP mapping filter is represented by the D3DTFP_LINEAR member of the D3DTEXTUREMIPFILTER enumeration. D3DPTFILTERCAPS_MIPFPOINT Per-stage point-sampled filtering for MIP maps is supported. The point-sample MIP mapping filter is represented by the D3DTFP_POINT member of the D3DTEXTUREMIPFILTER enumeration. D3DPTFILTERCAPS_MIPLINEAR Nearest MIP mapping, with bilinear filtering applied to the result is supported. Chooses the texel from the appropriate MIP map that has the nearest coordinates, then performs a weighted average with the four surrounding texels to determine the final color. D3DPTFILTERCAPS_MIPNEAREST Nearest MIP mapping is supported. Chooses the texel from the appropriate MIP map with coordinates nearest to the desired pixel value. D3DPTFILTERCAPS_NEAREST Point sampling is supported. The texel with coordinates nearest to the desired pixel value is used. This applies to both zooming in and zooming out. If either zooming in or zooming out is supported, then both must be supported. dwTextureBlendCaps
Specifies texture-blending capabilities. See the D3DRENDERSTATE_TEXTUREMAPBLEND enumerated type for discussions of the various texture-blending modes. This member can be one or more of the following.Value Description D3DPTBLENDCAPS_ADD Add mode texture-blending is supported (D3DTBLEND_COPY from the D3DTEXTUREBLEND enumerated type). D3DPTBLENDCAPS_COPY Copy mode texture-blending is supported (D3DTBLEND_COPY from the D3DTEXTUREBLEND enumerated type). D3DPTBLENDCAPS_DECAL Decal texture-blending mode is supported (D3DTBLEND_DECAL from the D3DTEXTUREBLEND enumerated type). D3DPTBLENDCAPS_DECALALPHA Decal-alpha texture-blending mode is supported (D3DTBLEND_DECALALPHA from the D3DTEXTUREBLEND enumerated type). D3DPTBLENDCAPS_DECALMASK Decal-mask texture-blending mode is supported (D3DTBLEND_DECALMASK from the D3DTEXTUREBLEND enumerated type). D3DPTBLENDCAPS_MODULATE Modulate-texture-blending mode is supported (D3DTBLEND_MODULATE from the D3DTEXTUREBLEND enumerated type). D3DPTBLENDCAPS_MODULATEALPHA Modulate-alpha texture-blending mode is supported (D3DTBLEND_MODULATEALPHA from the D3DTEXTUREBLEND enumerated type). D3DPTBLENDCAPS_MODULATEMASK Modulate-mask texture-blending mode is supported (D3DTBLEND_MODULATEMASK from the D3DTEXTUREBLEND enumerated type). dwTextureAddressCaps
Specifies the texture-addressing capabilities. This member can be one or more of the following, corresponding to D3DTEXTUREADDRESS texture-addressing modes.Value Description D3DPTADDRESSCAPS_BORDER The device supports setting coordinates outside the range [0.0, 1.0] to the border color, as specified by the D3DTSS_BORDERCOLOR texture stage state. This ability corresponds to the D3DTADDRESS_BORDER texture-addressing mode. D3DPTADDRESSCAPS_CLAMP The device can clamp textures to addresses. This ability corresponds to the D3DTADDRESS_CLAMP texture-addressing mode. D3DPTADDRESSCAPS_INDEPENDENTUV The device can separate the texture-addressing modes of the U and V coordinates of the texture. This ability corresponds to the D3DTSS_ADDRESSU and D3DTSS_ADDRESSV texture stage states. D3DPTADDRESSCAPS_MIRROR The device can mirror textures to addresses. This ability corresponds to the D3DTADDRESS_MIRROR texture-addressing mode. D3DPTADDRESSCAPS_WRAP The device can wrap textures to addresses. This ability corresponds to the D3DTADDRESS_WRAP texture-addressing mode. dwStippleWidth, dwStippleHeight
Specify the maximum width and height of the supported stipple (up to 32-by-32).
Remarks
This structure has been replaced by D3DCAPS8 (see the Direct3D SDK documentation) for DirectX 8.0 and later runtimes, but is required for legacy run time (DirectX 7.0 and earlier) compatibility.
This structure is used when a device is created and when the capabilities of a device are queried. It defines several members in the D3DDEVICEDESC_V1 structure.
Requirements
OS Versions: Windows CE .NET 4.0 and later.
Header: D3dcaps.h.
See Also
D3DPRIMCAPS | D3DCULL | D3DLINEPATTERN | D3DSHADEMODE | DDCAPS | D3DDEVICEDESC_V1 | D3DCAPS8 | Other Direct3D Driver Structures
Last updated on Tuesday, May 18, 2004
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