D3DVERTEXBLENDFLAGS enumeration

Defines flags used to control the number or matrices that the system applies when performing multimatrix vertex blending.

Syntax

typedef enum D3DVERTEXBLENDFLAGS { 
  D3DVBF_DISABLE   = 0,
  D3DVBF_1WEIGHTS  = 1,
  D3DVBF_2WEIGHTS  = 2,
  D3DVBF_3WEIGHTS  = 3,
  D3DVBF_TWEENING  = 255,
  D3DVBF_0WEIGHTS  = 256
} D3DVERTEXBLENDFLAGS, *LPD3DVERTEXBLENDFLAGS;

Constants

D3DVBF_DISABLE

Disable vertex blending; apply only the world matrix set by the D3DTS_WORLDMATRIX macro, where the index value for the transformation state is 0.

D3DVBF_1WEIGHTS

Enable vertex blending between the two matrices set by the D3DTS_WORLDMATRIX macro, where the index value for the transformation states are 0 and 1.

D3DVBF_2WEIGHTS

Enable vertex blending between the three matrices set by the D3DTS_WORLDMATRIX macro, where the index value for the transformation states are 0, 1, and 2.

D3DVBF_3WEIGHTS

Enable vertex blending between the four matrices set by the D3DTS_WORLDMATRIX macro, where the index value for the transformation states are 0, 1, 2, and 3.

D3DVBF_TWEENING

Vertex blending is done by using the value assigned to D3DRS_TWEENFACTOR.

D3DVBF_0WEIGHTS

Use a single matrix with a weight of 1.0.

Remarks

Members of this type are used with the D3DRS_VERTEXBLEND render state.

Geometry blending (multimatrix vertex blending) requires that your application use a vertex format that has blending (beta) weights for each vertex.

Requirements

Requirement Value
Header
D3D9Types.h

See also

Direct3D Enumerations

D3DRENDERSTATETYPE

D3DTS_WORLD

D3DTS_WORLDn

D3DTS_WORLDMATRIX