D3D10_SO_DECLARATION_ENTRY structure (d3d10.h)

Description of a vertex element in a vertex buffer in an output slot.

Syntax

typedef struct D3D10_SO_DECLARATION_ENTRY {
  LPCSTR SemanticName;
  UINT   SemanticIndex;
  BYTE   StartComponent;
  BYTE   ComponentCount;
  BYTE   OutputSlot;
} D3D10_SO_DECLARATION_ENTRY;

Members

SemanticName

Type: LPCSTR

Type of output element. Possible values: "POSITION", "NORMAL", or "TEXCOORD0".

SemanticIndex

Type: UINT

Output element's zero-based index. Should be used if, for example, you have more than one texture coordinate stored in each vertex.

StartComponent

Type: BYTE

Which component of the entry to begin writing out to. Valid values are 0 ~ 3. For example, if you only wish to output to the y and z components of a position, then StartComponent should be 1 and ComponentCount should be 2.

ComponentCount

Type: BYTE

The number of components of the entry to write out to. Valid values are 1 ~ 4. For example, if you only wish to output to the y and z components of a position, then StartComponent should be 1 and ComponentCount should be 2.

OutputSlot

Type: BYTE

The output slot that contains the vertex buffer that contains this output entry.

Requirements

Requirement Value
Header d3d10.h

See also

Core Structures