D3DPATCHEDGESTYLE enumeration
Defines whether the current tessellation mode is discrete or continuous.
Syntax
typedef enum D3DPATCHEDGESTYLE {
D3DPATCHEDGE_DISCRETE = 0,
D3DPATCHEDGE_CONTINUOUS = 1,
D3DPATCHEDGE_FORCE_DWORD = 0x7fffffff
} D3DPATCHEDGESTYLE, *LPD3DPATCHEDGESTYLE;
Constants
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D3DPATCHEDGE_DISCRETE
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Discrete edge style. In discrete mode, you can specify float tessellation but it will be truncated to integers.
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D3DPATCHEDGE_CONTINUOUS
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Continuous edge style. In continuous mode, tessellation is specified as float values that can be smoothly varied to reduce "popping" artifacts.
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D3DPATCHEDGE_FORCE_DWORD
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Forces this enumeration to compile to 32 bits in size. Without this value, some compilers would allow this enumeration to compile to a size other than 32 bits. This value is not used.
Remarks
Note that continuous tessellation produces a completely different tessellation pattern from the discrete one for the same tessellation values (this is more apparent in wireframe mode). Thus, 4.0 continuous is not the same as 4 discrete.
Requirements
Requirement | Value |
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Header |
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See also