Anteckning
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Tessellates a triangular higher-order surface patch into a triangle mesh.
Syntax
HRESULT D3DXTessellateTriPatch(
_In_ LPDIRECT3DVERTEXBUFFER9 pVB,
_In_ const FLOAT *pNumSegs,
_In_ const D3DVERTEXELEMENT9 *pInDecl,
_In_ const D3TRIPATCH_INFO *pTriPatchInfo,
_Inout_ LPD3DXMESH pMesh
);
Parameters
-
pVB [in]
-
Type: LPDIRECT3DVERTEXBUFFER9
Vertex buffer containing the patch data.
-
pNumSegs [in]
-
Type: const FLOAT*
Pointer to an array of three floating-point values that identify the number of segments into which each edge of the triangle patch should be divided when tessellated. See D3DTRIPATCH_INFO.
-
pInDecl [in]
-
Type: const D3DVERTEXELEMENT9*
Vertex declaration structure that defines the vertex data. See D3DVERTEXELEMENT9.
-
pTriPatchInfo [in]
-
Type: const D3TRIPATCH_INFO*
Describes a triangle patch. See D3DTRIPATCH_INFO.
-
pMesh [in, out]
-
Type: LPD3DXMESH
Pointer to the created mesh. See ID3DXMesh.
Return value
Type: HRESULT
If the function succeeds, the return value is D3D_OK. If the function fails, the return value can be one of the following: D3DERR_INVALIDCALL, E_OUTOFMEMORY.
Remarks
Use D3DXTriPatchSize to get the number of output vertices and indices that the tessellation function needs.
Requirements
Requirement | Value |
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Header |
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Library |
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See also