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    GLOSSARY REFERENCE

    Below you will find the glossary reference for 'D3DRENDERSTATETYPE'
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    D3DRENDERSTATETYPE

    [ TDx_3DI_Library ]     [ next: D3DSHADEMODE ]     [ prev: D3DRECT ]

    Text and description quoted verbatim from Microsoft DirectX 7 help file, included here for convenient reference.

    The D3DRENDERSTATETYPE enumerated type defines device render states that are set and retrieved through the IDirect3DDevice7::SetRenderState and IDirect3DDevice7::GetRenderState methods.

    typedef enum _D3DRENDERSTATETYPE {
    D3DRENDERSTATE_ANTIALIAS = 2, //Antialiasing mode
    D3DRENDERSTATE_TEXTUREPERSPECTIVE = 4, //Perspective correction
    D3DRENDERSTATE_ZENABLE = 7, //Enable z test
    D3DRENDERSTATE_FILLMODE = 8, //Fill mode
    D3DRENDERSTATE_SHADEMODE = 9, //Shade mode
    D3DRENDERSTATE_LINEPATTERN = 10, //Line pattern
    D3DRENDERSTATE_ZWRITEENABLE = 14, //Enable z writes
    D3DRENDERSTATE_ALPHATESTENABLE = 15, //Enable alpha tests
    D3DRENDERSTATE_LASTPIXEL = 16, //Draw last pixel in a line
    D3DRENDERSTATE_SRCBLEND = 19, //Blend factor for source
    D3DRENDERSTATE_DESTBLEND = 20, //Blend factor for destination
    D3DRENDERSTATE_CULLMODE = 22, //Back-face culling mode
    D3DRENDERSTATE_ZFUNC = 23, //Z-comparison function
    D3DRENDERSTATE_ALPHAREF = 24, //Reference alpha value
    D3DRENDERSTATE_ALPHAFUNC = 25, //Alpha-comparison function
    D3DRENDERSTATE_DITHERENABLE = 26, //Enable dithering
    D3DRENDERSTATE_ALPHABLENDENABLE = 27, //Enable alpha blending
    D3DRENDERSTATE_FOGENABLE = 28, //Enable fog
    D3DRENDERSTATE_SPECULARENABLE = 29, //Enable specular highlights
    D3DRENDERSTATE_ZVISIBLE = 30, //Enable z-checking
    D3DRENDERSTATE_STIPPLEDALPHA = 33, //Enable stippled alpha
    D3DRENDERSTATE_FOGCOLOR = 34, //Fog color
    D3DRENDERSTATE_FOGTABLEMODE = 35, //Fog mode
    D3DRENDERSTATE_FOGTABLESTART = 36, //Fog table start (same as D3DRENDERSTATE_FOGSTART)
    D3DRENDERSTATE_FOGTABLEEND = 37, //Fog table end (same as D3DRENDERSTATE_FOGEND)
    D3DRENDERSTATE_FOGTABLEDENSITY = 38, //Fog table density (same as D3DRENDERSTATE_FOGDENSITY)
    D3DRENDERSTATE_FOGSTART = 36, //Fog start (for both vertex and pixel fog)
    D3DRENDERSTATE_FOGEND = 37, //Fog end (for both vertex and pixel fog)
    D3DRENDERSTATE_FOGDENSITY = 38, //Fog density (for both vertex and pixel fog)
    D3DRENDERSTATE_EDGEANTIALIAS = 40, //Antialias edges
    D3DRENDERSTATE_COLORKEYENABLE = 41, //Enable color-key transparency
    D3DRENDERSTATE_ZBIAS = 47, //Z-bias
    D3DRENDERSTATE_RANGEFOGENABLE = 48, //Enables range-based fog
    D3DRENDERSTATE_STENCILENABLE = 52, //Enable or disable stenciling
    D3DRENDERSTATE_STENCILFAIL = 53, //Stencil operation
    D3DRENDERSTATE_STENCILZFAIL = 54, //Stencil operation
    D3DRENDERSTATE_STENCILPASS = 55, //Stencil operation
    D3DRENDERSTATE_STENCILFUNC = 56, //Stencil comparison function
    D3DRENDERSTATE_STENCILREF = 57, //Reference value for stencil test
    D3DRENDERSTATE_STENCILMASK = 58, //Mask value used in stencil test
    D3DRENDERSTATE_STENCILWRITEMASK = 59, //Stencil buffer write mask
    D3DRENDERSTATE_TEXTUREFACTOR = 60, //Texture factor
    D3DRENDERSTATE_WRAP0 = 128, //Wrap flags for 1st texture coord set
    // Wrap render states 1 through 6 omitted here.
    D3DRENDERSTATE_WRAP7 = 135, //Wrap flags for last texture coord set
    D3DRENDERSTATE_CLIPPING = 136, //Enable or disable primitive clipping
    D3DRENDERSTATE_LIGHTING = 137, //Enable or disable lighting
    D3DRENDERSTATE_EXTENTS = 138, //Enable or disable updating screen extents
    D3DRENDERSTATE_AMBIENT = 139, //Ambient color for scene
    D3DRENDERSTATE_FOGVERTEXMODE = 140, //Fog mode for vertex fog
    D3DRENDERSTATE_COLORVERTEX = 141, //Enable or disable per-vertex color
    D3DRENDERSTATE_LOCALVIEWER = 142, //Enable or disable perspective specular highlights
    D3DRENDERSTATE_NORMALIZENORMALS = 143, //Enable automatic normalization of vertex normals
    D3DRENDERSTATE_COLORKEYBLENDENABLE = 144, //Enable or disable alpha-blended color keying
    D3DRENDERSTATE_DIFFUSEMATERIALSOURCE = 145, //Location for per-vertex diffuse color
    D3DRENDERSTATE_SPECULARMATERIALSOURCE = 146, //Location for per-vertex specular color
    D3DRENDERSTATE_AMBIENTMATERIALSOURCE = 147, //Location for per-vertex ambient color
    D3DRENDERSTATE_EMISSIVEMATERIALSOURCE = 148, //Location for per-vertex emissive color
    D3DRENDERSTATE_VERTEXBLEND = 151, //Multi-matrix vertex blending mode
    D3DRENDERSTATE_CLIPPLANEENABLE = 152, //Enable one or more user-defined clipping planes
    D3DRENDERSTATE_FORCE_DWORD = 0x7fffffff,
    } D3DRENDERSTATETYPE;
    D3DRENDERSTATE_ANTIALIAS
    One of the members of the D3DANTIALIASMODE enumerated type specifying the desired type of full-scene antialiasing. The default value is D3DANTIALIAS_NONE. For more information, see Full-scene Antialiasing and Antialiasing States.
    You can only enable full-scene antialiasing on devices that expose the D3DPRASTERCAPS_ANTIALIASSORTINDEPENDENT or D3DPRASTERCAPS_ANTIALIASSORTDEPENDENT capabilities.

    D3DRENDERSTATE_TEXTUREPERSPECTIVE
    TRUE to enable perspective-correct texture mapping. (See perspective correction.) The default value is TRUE. For interfaces earlier than IDirect3DDevice3, the default is FALSE. For more information, see Texture Perspective State.
    D3DRENDERSTATE_ZENABLE
    Depth-buffering state as one of the members of the D3DZBUFFERTYPE enumerated type. Set this state to D3DZB_TRUE to enable z-buffering, D3DZB_USEW to enable w-buffering, or D3DZB_FALSE to disable depth buffering.
    The default value for this render state is D3DZB_TRUE if a depth buffer is attached to the render-target surface, and D3DZB_FALSE otherwise.

    D3DRENDERSTATE_FILLMODE
    One or more members of the D3DFILLMODE enumerated type. The default value is D3DFILL_SOLID.
    D3DRENDERSTATE_SHADEMODE
    One or more members of the D3DSHADEMODE enumerated type. The default value is D3DSHADE_GOURAUD.
    D3DRENDERSTATE_LINEPATTERN
    The D3DLINEPATTERN structure. The default values are 0 for wRepeatPattern, and 0 for wLinePattern.
    D3DRENDERSTATE_ZWRITEENABLE
    TRUE to enable writes to the depth buffer. The default value is TRUE. This member enables an application to prevent the system from updating the depth buffer with new depth values. If FALSE, depth comparisons are still made according to the render state D3DRENDERSTATE_ZFUNC (assuming that depth buffering is taking place), but depth values are not written to the buffer.
    D3DRENDERSTATE_ALPHATESTENABLE
    TRUE to enable alpha tests. The default value is FALSE. This member enables applications to turn off the tests that accept or reject a pixel, based on its alpha value.
    The incoming alpha value is compared with the reference alpha value, using the comparison function provided by the D3DRENDERSTATE_ALPHAFUNC render state. When this mode is enabled, alpha blending occurs only if the test succeeds.

    D3DRENDERSTATE_LASTPIXEL
    FALSE to enable drawing the last pixel in a line or triangle. The default value is TRUE.
    D3DRENDERSTATE_SRCBLEND
    One of the members of the D3DBLEND enumerated type. The default value is D3DBLEND_ONE.
    D3DRENDERSTATE_DESTBLEND
    One of the members of the D3DBLEND enumerated type. The default value is D3DBLEND_ZERO.
    D3DRENDERSTATE_CULLMODE
    Specifies how back-facing triangles are to be culled, if at all. This can be set to one of the members of the D3DCULL enumerated type. The default value is D3DCULL_CCW.
    D3DRENDERSTATE_ZFUNC
    One of the members of the D3DCMPFUNC enumerated type. The default value is D3DCMP_LESSEQUAL. This member enables an application to accept or reject a pixel, based on its distance from the camera.
    The depth value of the pixel is compared with the depth-buffer value. If the depth value of the pixel passes the comparison function, the pixel is written.

    The depth value is written to the depth buffer only if the render state is TRUE.

    Software rasterizers and many hardware accelerators work faster if the depth test fails, since there is no need to filter and modulate the texture if the pixel is not going to be rendered.

    D3DRENDERSTATE_ALPHAREF
    Value specifying a reference alpha value against which pixels are tested when alpha-testing is enabled. This is an 8-bit value placed in the low 8 bits of the DWORD render-state value. Values can range from 0x00000000 through 0x000000FF.
    D3DRENDERSTATE_ALPHAFUNC
    One of the members of the D3DCMPFUNC enumerated type. The default value is D3DCMP_ALWAYS. This member enables an application to accept or reject a pixel, based on its alpha value.
    D3DRENDERSTATE_DITHERENABLE
    TRUE to enable dithering. The default value is FALSE.
    D3DRENDERSTATE_ALPHABLENDENABLE
    TRUE to enable alpha-blended transparency. The default value is FALSE. This member supersedes the D3DRENDERSTATE_BLENDENABLE render state; for more information, see remarks.
    Prior to DirectX 5.0, the software rasterizers used this render state to toggle both color keying and alpha blending. Currently, use the D3DRENDERSTATE_COLORKEYENABLE render state to toggle color keying. (Hardware rasterizers have always used the D3DRENDERSTATE_BLENDENABLE render state only for toggling alpha blending.)

    The type of alpha blending is determined by the D3DRENDERSTATE_SRCBLEND and D3DRENDERSTATE_DESTBLEND render states. D3DRENDERSTATE_ALPHABLENDENABLE, with D3DRENDERSTATE_COLORKEYENABLE, allows fine blending control.

    D3DRENDERSTATE_ALPHABLENDENABLE does not affect the texture-blending modes specified by the D3DTEXTUREBLEND enumerated type. Texture blending is logically done well before the D3DRENDERSTATE_ALPHABLENDENABLE part of the pixel pipeline. The only interaction between the two is that the alpha portions remaining in the polygon after the D3DTEXTUREBLEND phase can be used in the D3DRENDERSTATE_ALPHABLENDENABLE phase to govern interaction with the content in the frame buffer.

    Applications should check the D3DDEVCAPS_DRAWPRIMTLVERTEX flag in the D3DDEVICEDESC7 structure to find out whether this render state is supported.

    D3DRENDERSTATE_FOGENABLE
    TRUE to enable fog blending. The default value is FALSE. For more information, see Fog Blending and Fog.
    D3DRENDERSTATE_SPECULARENABLE
    TRUE to enable specular highlights. The default value is FALSE. For interfaces earlier than IDirect3DDevice3, the default value is TRUE.
    Specular highlights are calculated as though every vertex in the object being lit were at the object's origin. This gives the expected results as long as the object is modeled around the origin and the distance from the light to the object is relatively large.

    D3DRENDERSTATE_ZVISIBLE
    Not supported.
    D3DRENDERSTATE_STIPPLEDALPHA
    TRUE to enable stippled alpha. The default value is FALSE.
    Current software rasterizers ignore this render state. Use the D3DPSHADECAPS_ALPHAFLATSTIPPLED flag in the D3DPRIMCAPS structure to discover whether the current hardware supports this render state.

    D3DRENDERSTATE_FOGCOLOR
    Value whose type is D3DCOLOR. The default value is 0. For more information, see Fog Color.
    D3DRENDERSTATE_FOGTABLEMODE
    The fog formula to be used for pixel fog. Set to one of the members of the D3DFOGMODE enumerated type. The default value is D3DFOG_NONE. For more information, see Pixel Fog.
    D3DRENDERSTATE_FOGTABLESTART
    Maps to D3DRENDERSTATE_FOGSTART.
    D3DRENDERSTATE_FOGTABLEEND
    Maps to D3DRENDERSTATE_FOGEND.
    D3DRENDERSTATE_FOGTABLEDENSITY
    This render state maps to the D3DRENDERSTATE_FOGDENSITY render state.
    D3DRENDERSTATE_FOGSTART
    Depth at which pixel or vertex fog effects begin for linear fog mode. Depth is specified in world space for vertex fog, and either device space [0.0, 1.0] or world space for pixel fog. For pixel fog, these values are in device space when the system uses z for fog calculations, and world-space when the system is using eye-relative fog (w-fog). For more information, see Fog Parameters and Eye-Relative vs. Z-based Depth.
    Values for this render state are floating-point values. Because the IDirect3DDevice7::SetRenderState and IDirect3DDevice7::SetRenderState accept DWORD values, your application will must cast a variable that contains the value, as shown in the following code example.

    lpd3dDevice->SetRenderState( D3DRENDERSTATE_FOGSTART, *((LPDWORD) (&fFogStart)) );
    D3DRENDERSTATE_FOGEND
    Depth at which pixel or vertex fog effects end for linear fog mode. Depth is specified in world space for vertex fog, and either device space [0.0, 1.0] or world space for pixel fog. For pixel fog, these values are in device space when the system uses z for fog calculations, and world-space when the system is using eye-relative fog (w-fog). For more information, see Fog Parameters and Eye-Relative vs. Z-based Depth.
    Values for this render state are floating-point values.Because the IDirect3DDevice7::SetRenderState and IDirect3DDevice7::SetRenderState accept DWORD values, your application will must cast a variable that contains the value, as shown in the following code example.

    lpd3dDevice->SetRenderState( D3DRENDERSTATE_FOGEND, *((LPDWORD) (&fFogEnd)) );
    D3DRENDERSTATE_FOGDENSITY
    Fog density for pixel or vertex fog used in the exponential fog modes (D3DFOG_EXP and D3DFOG_EXP2). Valid density values range from 0.0 through 1.0. The default value is 1.0. For more information, see Fog Parameters.
    Values for this render state are floating-point values.Because the IDirect3DDevice7::SetRenderState and IDirect3DDevice7::SetRenderState accept DWORD values, your application will must cast a variable that contains the value, as shown in the following code example.

    lpd3dDevice->SetRenderState( D3DRENDERSTATE_FOGDENSITY, *((LPDWORD) (&fFogDensity)) );
    D3DRENDERSTATE_EDGEANTIALIAS
    TRUE to antialias lines forming the convex outline of objects. The default value is FALSE. For more information, see Edge Antialiasing and Antialiasing States. If TRUE, applications should render only lines, and only to the exterior edges of polygons in a scene. The behavior is undefined if triangles or points are drawn when this render state is set. Antialiasing is performed by averaging the values of neighboring pixels. Although this is not the best way to perform antialiasing, it can be very efficient; hardware that supports this kind of operation is becoming more common.
    You can only enable edge antialiasing on devices that expose the D3DPRASTERCAPS_ANTIALIASEDGES capability.

    D3DRENDERSTATE_COLORKEYENABLE
    TRUE to enable color-keyed transparency. The default value is FALSE. Use this render state with D3DRENDERSTATE_ALPHABLENDENABLE to implement fine blending control.
    Applications should check the D3DDEVCAPS_DRAWPRIMTLVERTEX flag in the D3DDEVICEDESC7 structure to find out whether this render state is supported.

    When color-keyed transparency is enabled, only texture surfaces that were created with the DDSD_CKSRCBLT flag are affected. Surfaces that were created without the DDSD_CKSRCBLT flag exhibit color-keyed transparency effects.

    D3DRENDERSTATE_ZBIAS
    Integer value in the range 0 through 16 that causes polygons that are physically coplanar to appear separate. Polygons with a high z-bias value appear in front of polygons with a low value, without requiring sorting for drawing order. Polygons with a value of 1 appear in front of polygons with a value of 0, and so on. The default value is 0. For more information, see Using Depth Buffers.
    D3DRENDERSTATE_RANGEFOGENABLE
    TRUE to enable range-based vertex fog. (The default value is FALSE, in which case the system uses depth-based fog.) In range-based fog, the distance of an object from the viewer is used to compute fog effects, not the depth of the object (that is, the z-coordinate) in the scene. In range-based fog, all fog methods work as usual, except that they use range instead of depth in the computations.
    Range is the correct factor to use for fog computations, but depth is commonly used instead because range is expensive to compute and depth is generally already available. Using depth to calculate fog has the undesirable effect of having the fogginess of peripheral objects change as the viewer's eye moves#in this case, the depth changes, and the range remains constant.

    This render state works only with D3DVERTEX vertices. When you specify D3DLVERTEX or D3DTLVERTEX vertices, the F (fog) component of the RGBF fog value should already be corrected for range.

    Since no hardware currently supports per-pixel range-based fog, range correction is offered only for vertex fog. For more information, see Range-based Fog and Vertex Fog.

    D3DRENDERSTATE_STENCILENABLE
    TRUE to enable stenciling, or FALSE to disable stenciling. The default value is FALSE. For more information, see Stencil Buffers.
    D3DRENDERSTATE_STENCILFAIL
    Stencil operation to perform if the stencil test fails. This can be one of the members of the D3DSTENCILOP enumerated type. The default value is D3DSTENCILOP_KEEP. For more information, see Stencil Buffers.
    D3DRENDERSTATE_STENCILZFAIL
    Stencil operation to perform if the stencil test passes and the depth test (z-test) fails. This can be one of the members of the D3DSTENCILOP enumerated type. The default value is D3DSTENCILOP_KEEP. For more information, see Stencil Buffers.
    D3DRENDERSTATE_STENCILPASS
    Stencil operation to perform if both the stencil and the depth (z) tests pass. This can be one of the members of the D3DSTENCILOP enumerated type. The default value is D3DSTENCILOP_KEEP. For more information, see Stencil Buffers.
    D3DRENDERSTATE_STENCILFUNC
    Comparison function for the stencil test. This can be one of the members of the D3DCMPFUNC enumerated type. The default value is D3DCMP_ALWAYS.
    The comparison function is used to compare the reference value to a stencil buffer entry. This comparison only applies to the bits in the reference value and stencil buffer entry that are set in the stencil mask (set by the D3DRENDERSTATE_STENCILMASK render state). If TRUE, the stencil test passes.

    D3DRENDERSTATE_STENCILREF
    Integer reference value for the stencil test. The default value is 0.
    D3DRENDERSTATE_STENCILMASK
    Mask applied to the reference value and each stencil buffer entry to determine the significant bits for the stencil test. The default mask is 0xFFFFFFFF.
    D3DRENDERSTATE_STENCILWRITEMASK
    Write mask applied to values written into the stencil buffer. The default mask is 0xFFFFFFFF.
    D3DRENDERSTATE_TEXTUREFACTOR
    Color used for multiple-texture blending with the D3DTA_TFACTOR texture-blending argument or the D3DTOP_BLENDFACTORALPHA texture-blending operation. The associated value is a D3DCOLOR variable.
    D3DRENDERSTATE_WRAP0 through D3DRENDERSTATE_WRAP7
    Texture-wrapping behavior for multiple sets of texture coordinates. Valid values for these render states can be any combination of the D3DWRAPCOORD_0, D3DWRAPCOORD_1, D3DWRAPCOORD_2, and D3DWRAPCOORD_3 flags. These cause the system to wrap in the direction of the first, second, third, and fourth dimensions (sometimes referred to at the s, t, r, and q directions) for a given texture. The default value for these render states is 0 (wrapping disabled in all directions). For more information, see Texture Wrapping.
    D3DRENDERSTATE_CLIPPING
    TRUE to enable primitive clipping by Direct3D, or FALSE to disable it. The default value is TRUE.
    D3DRENDERSTATE_LIGHTING
    TRUE to enable Direct3D lighting, or FALSE to disable it. The default value is TRUE. Only vertices that include a vertex normal are properly lit; vertices that do not contain a normal employ a dot product of 0 in all lighting calculations.
    D3DRENDERSTATE_EXTENTS
    TRUE to cause the system to update the screen extents for each rendering call, or FALSE to disable screen extent updates. The default value is FALSE.
    D3DRENDERSTATE_AMBIENT
    Ambient light color. This value is of type D3DCOLOR. The default value is 0. This render state is analogous to the legacy D3DLIGHTSTATE_AMBIENT lighting state.
    D3DRENDERSTATE_FOGVERTEXMODE
    Fog formula to be used for vertex fog. Set to one of the members of the D3DFOGMODE enumerated type. The default value is D3DFOG_NONE. For more information, see Vertex Fog. This render state is analogous to the legacy D3DLIGHTSTATE_FOGVERTEXMODE lighting state.
    D3DRENDERSTATE_COLORVERTEX
    TRUE to enable per-vertex color, or FALSE to disable it. The default value is TRUE. Enabling per-vertex color allows the system to include the color defined for individual vertices in its lighting calculations. This render state is analogous to the legacy D3DLIGHTSTATE_COLORVERTEX lighting state.
    For more information, see the following render states:

    D3DRENDERSTATE_DIFFUSEMATERIALSOURCE
    D3DRENDERSTATE_SPECULARMATERIALSOURCE
    D3DRENDERSTATE_AMBIENTMATERIALSOURCE
    D3DRENDERSTATE_EMISSIVEMATERIALSOURCE
    D3DRENDERSTATE_LOCALVIEWER
    TRUE to enable camera-relative specular highlights, or FALSE to use orthogonal specular highlights. The default value is TRUE. Applications that use orthogonal projection should specify false.
    D3DRENDERSTATE_NORMALIZENORMALS
    TRUE to enable automatic normalization of vertex normals, or FALSE to disable it. The default value is FALSE. Enabling this feature causes the system to normalize the vertex normals for vertices after transforming them to camera space, which can be computationally expensive.
    D3DRENDERSTATE_COLORKEYBLENDENABLE
    TRUE to enable alpha-blended colorkeying, or FALSE to disable it. Alpha-blended colorkey mode sets the alpha and color of matching texture samples to 0. The application must set the alpha-test and alpha-blend modes to achieve the desired discard and/or alpha-blended result.
    D3DRENDERSTATE_DIFFUSEMATERIALSOURCE
    Diffuse color source for lighting calculations. Valid values are members of the D3DMATERIALCOLORSOURCE enumerated type. The default value is D3DMCS_COLOR1. The value for this render state is used only if the D3DRENDERSTATE_COLORVERTEX render state is set to TRUE.
    D3DRENDERSTATE_SPECULARMATERIALSOURCE
    Specular color source for lighting calculations. Valid values are members of the D3DMATERIALCOLORSOURCE enumerated type. The default value is D3DMCS_COLOR2.
    D3DRENDERSTATE_AMBIENTMATERIALSOURCE
    Ambient color source for lighting calculations. Valid values are members of the D3DMATERIALCOLORSOURCE enumerated type. The default value is D3DMCS_COLOR2.
    D3DRENDERSTATE_EMISSIVEMATERIALSOURCE
    Emissive color source for lighting calculations. Valid values are members of the D3DMATERIALCOLORSOURCE enumerated type. The default value is D3DMCS_MATERIAL.
    D3DRENDERSTATE_VERTEXBLEND
    Number of matrices to be used to perform geometry blending, if any. Valid values are members of the D3DVERTEXBLENDFLAGS enumerated type. The default value is D3DVBLEND_DISABLE. For more information see Geometry Blending.
    D3DRENDERSTATE_CLIPPLANEENABLE
    Enables or disables user-defined clipping planes. Valid values are any DWORD in which the status of each bit (set or not set) toggles the activation state of a corresponding user-defined clipping plane. The least significant bit (bit 0) controls the first clipping plane at index 0, and subsequent bits control the activation of clipping planes at higher indexes. If a bit is set, the system applies the appropriate clipping plane during scene rendering. The default value is 0.
    The D3DCLIPPLANEn macros are declared in the D3dtypes.h header file to provide a convenient way to enable clipping planes.

    D3DRENDERSTATE_FORCE_DWORD
    Forces this enumeration to compile to 32 bits in size. This value is not used.
    Remarks
    The D3DRENDERSTATE_BLENDENABLE member was superseded by the D3DRENDERSTATE_ALPHABLENDENABLE member. Its name was changed to make its meaning more explicit. To maintain compatibility with previous applications, the D3DRENDERSTATE_BLENDENABLE constant is declared as equivalent to D3DRENDERSTATE_ALPHABLENDENABLE:

    #define D3DRENDERSTATE_BLENDENABLE D3DRENDERSTATE_ALPHABLENDENABLE

    Direct3D defines the D3DRENDERSTATE_WRAPBIAS constant as a convenience for applications to enable or disable texture wrapping, based on the zero-based integer of a texture coordinate set (rather than explicitly using one of the D3DRENDERSTATE_WRAPn state values). Add the D3DRENDERSTATE_WRAPBIAS value to the zero-based index of a texture coordinate set to calculate the D3DRENDERSTATE_WRAPn value that corresponds to that index, as shown in the following example:

    // Enable U/V wrapping for textures that use the texture
    // coordinate set at the index within the dwIndex variable.
    HRESULT hr = lpD3DDevice->SetRenderState(
    dwIndex + D3DRENDERSTATE_WRAPBIAS,
    D3DWRAP_0 | D3DWRAP1);

    // If dwIndex is 3, the value that results from
    // the addition equals D3DRENDERSTATE_WRAP3 (131).

    The declaration of D3DRENDERSTATETYPE in D3dtypes.h contains legacy render states not supported by DirectX 7.0 interfaces. For more information, see Obsolete Render States.

    D3DRENDERSTATE_TEXTUREHANDLE = 1, //Texture handle
    D3DRENDERSTATE_TEXTUREADDRESS = 3, //Texture address
    D3DRENDERSTATE_WRAPU = 5, //Wrap in u direction
    D3DRENDERSTATE_WRAPV = 6, //Wrap in v direction
    D3DRENDERSTATE_MONOENABLE = 11, //Enable mono rendering
    D3DRENDERSTATE_ROP2 = 12, //Raster operation
    D3DRENDERSTATE_PLANEMASK = 13, //Physical plane mask
    D3DRENDERSTATE_TEXTUREMAG = 17, //Superseded
    D3DRENDERSTATE_TEXTUREMIN = 18, //Superseded
    D3DRENDERSTATE_TEXTUREMAPBLEND = 21, //Blend mode for map
    D3DRENDERSTATE_SUBPIXEL = 31, //Enable subpixel correction
    D3DRENDERSTATE_SUBPIXELX = 32, //Enable x subpixel correction
    D3DRENDERSTATE_STIPPLEENABLE = 39, //Enable stippling
    D3DRENDERSTATE_BORDERCOLOR = 43, //Border color
    D3DRENDERSTATE_TEXTUREADDRESSU = 44, //U texture address mode
    D3DRENDERSTATE_TEXTUREADDRESSV = 45, //V texture address mode
    D3DRENDERSTATE_MIPMAPLODBIAS = 46, //Mipmap LOD bias
    D3DRENDERSTATE_ANISOTROPY = 49, //Maximum anisotropy
    D3DRENDERSTATE_FLUSHBATCH = 50, //Explicit flush for DP batching (DX5 Only)
    D3DRENDERSTATE_TRANSLUCENTSORTINDEPENDENT=51, //Enable sort-independent transparency
    D3DRENDERSTATE_STIPPLEPATTERN00 = 64, //First line of stipple pattern
    // Stipple patterns 01 through 30 omitted here.
    D3DRENDERSTATE_STIPPLEPATTERN31 = 95, //Last line of stipple pattern





























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