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Edge blending black space
Edge blending black space









edge blending black space

Weight and MatrixIndices are included in beta, where D3DFVF_LASTBETA_UBYTE4 says to interpret the last DWORD in beta as type UBYTE4. Given the FVF is declared as: D3DFVF_XYZB5 | D3DFVF_LASTBETA_UBYTE4. Given the following vertex data definition: The data in the beta fields are used with matrix palette skinning to specify matrix indices. The last beta field in the vertex position data will be of type UBYTE4. The last beta field in the vertex position data will be of type D3DCOLOR. The following flags describe a variety of flags used by the fixed-function pipeline. Mask values for reserved bits in the FVF. The following flags describe mask flags used by the fixed-function pipeline. See D3DFVF_TEXCOORDSIZEN and Texture coordinates and Texture Stages. coordIndex indicates texture coordinate index number. n indicates the dimension of the texture coordinates. The actual values for these flags are not sequential.ĭefine a texture coordinate data set. Number of texture coordinate sets for this vertex. The following flags describe texture flags used by the fixed-function pipeline. This constant is designed for, and can only be used with, the programmable vertex pipeline. ProcessVertices does not invoke the clipper, instead outputting data in clip coordinates. Vertex format contains transformed and clipped (x, y, z, w) data. When D3DFVF_LASTBETA_UBYTE4 is used, the last blending weight is treated as a DWORD.

edge blending black space

For more information about using blending matrices, see Indexed Vertex Blending (Direct3D 9).ġ, 2, or 3 floats. Currently, Direct3D can blend with up to three weighting values and four blending matrices. Vertex format contains position data, and a corresponding number of weighting (beta) values to use for multimatrix vertex blending operations. This flag cannot be used with the D3DFVF_XYZ or D3DFVF_NORMAL flags. Vertex format includes the position of a transformed vertex. This flag cannot be used with the D3DFVF_XYZRHW flag. Vertex format includes the position of an untransformed vertex. Vertex format includes a specular color component.

edge blending black space

This size is expressed in camera space units for vertices that are not transformed and lit, and in device-space units for transformed and lit vertices. Vertex format includes a vertex normal vector. Vertex format includes a diffuse color component. For information regarding vertex formats, see Fixed Function FVF Codes (Direct3D 9). The following flags describe a vertex format. Flexible Vertex Format Constants, or FVF codes, are used to describe the contents of vertices interleaved in a single data stream that will be processed by the fixed-function pipeline.











Edge blending black space