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Identifies the intended use of vertex data.
Syntax
typedef enum D3DDECLUSAGE {
D3DDECLUSAGE_POSITION = 0,
D3DDECLUSAGE_BLENDWEIGHT = 1,
D3DDECLUSAGE_BLENDINDICES = 2,
D3DDECLUSAGE_NORMAL = 3,
D3DDECLUSAGE_PSIZE = 4,
D3DDECLUSAGE_TEXCOORD = 5,
D3DDECLUSAGE_TANGENT = 6,
D3DDECLUSAGE_BINORMAL = 7,
D3DDECLUSAGE_TESSFACTOR = 8,
D3DDECLUSAGE_POSITIONT = 9,
D3DDECLUSAGE_COLOR = 10,
D3DDECLUSAGE_FOG = 11,
D3DDECLUSAGE_DEPTH = 12,
D3DDECLUSAGE_SAMPLE = 13
} D3DDECLUSAGE, *LPD3DDECLUSAGE;
Constants
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D3DDECLUSAGE_POSITION
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Position data ranging from (-1,-1) to (1,1). Use D3DDECLUSAGE_POSITION with a usage index of 0 to specify untransformed position for fixed function vertex processing and the n-patch tessellator. Use D3DDECLUSAGE_POSITION with a usage index of 1 to specify untransformed position in the fixed function vertex shader for vertex tweening.
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D3DDECLUSAGE_BLENDWEIGHT
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Blending weight data. Use D3DDECLUSAGE_BLENDWEIGHT with a usage index of 0 to specify the blend weights used in indexed and nonindexed vertex blending.
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D3DDECLUSAGE_BLENDINDICES
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Blending indices data. Use D3DDECLUSAGE_BLENDINDICES with a usage index of 0 to specify matrix indices for indexed paletted skinning.
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D3DDECLUSAGE_NORMAL
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Vertex normal data. Use D3DDECLUSAGE_NORMAL with a usage index of 0 to specify vertex normals for fixed function vertex processing and the n-patch tessellator. Use D3DDECLUSAGE_NORMAL with a usage index of 1 to specify vertex normals for fixed function vertex processing for vertex tweening.
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D3DDECLUSAGE_PSIZE
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Point size data. Use D3DDECLUSAGE_PSIZE with a usage index of 0 to specify the point-size attribute used by the setup engine of the rasterizer to expand a point into a quad for the point-sprite functionality.
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D3DDECLUSAGE_TEXCOORD
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Texture coordinate data. Use D3DDECLUSAGE_TEXCOORD, n to specify texture coordinates in fixed function vertex processing and in pixel shaders prior to ps_3_0. These can be used to pass user defined data.
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D3DDECLUSAGE_TANGENT
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Vertex tangent data.
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D3DDECLUSAGE_BINORMAL
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Vertex binormal data.
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D3DDECLUSAGE_TESSFACTOR
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Single positive floating point value. Use D3DDECLUSAGE_TESSFACTOR with a usage index of 0 to specify a tessellation factor used in the tessellation unit to control the rate of tessellation. For more information about the data type, see D3DDECLTYPE_FLOAT1.
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D3DDECLUSAGE_POSITIONT
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Vertex data contains transformed position data ranging from (0,0) to (viewport width, viewport height). Use D3DDECLUSAGE_POSITIONT with a usage index of 0 to specify transformed position. When a declaration containing this is set, the pipeline does not perform vertex processing.
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D3DDECLUSAGE_COLOR
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Vertex data contains diffuse or specular color. Use D3DDECLUSAGE_COLOR with a usage index of 0 to specify the diffuse color in the fixed function vertex shader and pixel shaders prior to ps_3_0. Use D3DDECLUSAGE_COLOR with a usage index of 1 to specify the specular color in the fixed function vertex shader and pixel shaders prior to ps_3_0.
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D3DDECLUSAGE_FOG
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Vertex data contains fog data. Use D3DDECLUSAGE_FOG with a usage index of 0 to specify a fog blend value used after pixel shading finishes. This applies to pixel shaders prior to version ps_3_0.
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D3DDECLUSAGE_DEPTH
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Vertex data contains depth data.
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D3DDECLUSAGE_SAMPLE
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Vertex data contains sampler data. Use D3DDECLUSAGE_SAMPLE with a usage index of 0 to specify the displacement value to look up. It can be used only with D3DDECLUSAGE_LOOKUPPRESAMPLED or D3DDECLUSAGE_LOOKUP.
Remarks
Vertex data is declared with an array of D3DVERTEXELEMENT9 structures. Each element in the array contains a usage type.
For more information about vertex declarations, see Vertex Declaration (Direct3D 9).
Requirements
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Header |
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See also