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    TDx_3DI_Library v2.00 Component Reference

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    [ TD3DVertexBufferDesc::FVF ]     [ next: NumVertices ]     [ prev: ErrorValue ]

    public:

        __property dword FVF = { read=FGetFVF, write=FSetFVF, default=0 };




    -= Go to the TD3DVertexBufferDesc description =-    TD3DVERTEXBUFFERDESC::FVF   [ component property ]

    • Description

        The FVF property uses flexible vertex format flags to describe the verticies in this buffer.
        The described effect applies when the flag is set.
    • Flags

        D3DFVF_DIFFUSE
        Vertices have a diffuse color component.

        D3DFVF_NORMAL
        Vertices have a normal vector to define orientation.

        Mutually exclusive with D3DFVF_XYZRHW.

        D3DFVF_POSITION_MASK
        Mask for position bits.

        D3DFVF_RESERVED0
        Mask values for reserved bits in the flexible vertex format.
        Do not use.

        D3DFVF_RESERVED1
        Emulate TD3DLVertex processing.

        D3DFVF_XYZ, D3DFVF_DIFFUSE, D3DFVF_SPECULAR and D3DFVF_TEX1 must also be set.

        D3DFVF_RESERVED2
        Mask values for reserved bits in the flexible vertex format.
        Do not use.

        D3DFVF_SPECULAR
        Vertices have a specular color component.

        D3DFVF_TEX0
        Vertices have no texture coordinate set.

        D3DFVF_TEX1
        Vertices have a texture coordinate set.

        D3DFVF_TEX2
        Vertices have 2 texture coordinate sets.

        D3DFVF_TEX3
        Vertices have 3 texture coordinate sets.

        D3DFVF_TEX4
        Vertices have 4 texture coordinate sets.

        D3DFVF_TEX5
        Vertices have 5 texture coordinate sets.

        D3DFVF_TEX6
        Vertices have 6 texture coordinate sets.

        D3DFVF_TEX7
        Vertices have 7 texture coordinate sets.

        D3DFVF_TEX8
        Vertices have 8 texture coordinate sets.

        D3DFVF_TEXCOUNT_MASK
        Mask value for texture flag bits.

        D3DFVF_TEXCOUNT_SHIFT
        The number of bits by which to shift an integer value that identifies the number of a texture coordinates for a vertex.

        D3DFVF_TEXTUREFORMAT1
        Vertices have one dimensional texture coordinates.

        D3DFVF_TEXTUREFORMAT2
        Vertices have two dimensional texture coordinates.

        D3DFVF_TEXTUREFORMAT3
        Vertices have three dimensional texture coordinates.

        D3DFVF_TEXTUREFORMAT4
        Vertices have four dimensional texture coordinates.

        D3DFVF_XYZ
        Untransformed vertices have their position defined in terms of (X,Y,Z).

        Mutually exclusive with D3DFVF_XYZRHW.
        D3DFVF_NORMAL is required and either a color component (D3DFVF_DIFFUSE or D3DFVF_SPECULAR) or at least one texture coordinate (D3DFVF_TEX1 through D3DFVF_TEX8) must be specified.

        D3DFVF_XYZB1
        Vertices contain position data along with a corresponding weighting (beta) value for multimatrix vertex blending.

        Blending with up to 3 weighting values and 4 blending matrices is currently supported.

        D3DFVF_XYZB2
        Vertices contain position data along with 2 corresponding weighting (beta) values for multimatrix vertex blending.

        Blending with up to 3 weighting values and 4 blending matrices is currently supported.

        D3DFVF_XYZB3
        Vertices contain position data along with 3 corresponding weighting (beta) values for multimatrix vertex blending.

        Blending with up to 3 weighting values and 4 blending matrices is currently supported.

        D3DFVF_XYZB4
        Vertices contain position data along with 4 corresponding weighting (beta) values for multimatrix vertex blending.

        Blending with up to 3 weighting values and 4 blending matrices is currently supported.

        D3DFVF_XYZB5
        Vertices contain position data along with 5 corresponding weighting (beta) values for multimatrix vertex blending.

        Blending with up to 3 weighting values and 4 blending matrices is currently supported.

        D3DFVF_XYZRHW
        Transformed vertices have their position defined in terms of (X,Y,Z).

        Mutually exclusive with D3DFVF_NORMAL and D3DFVF_XYZ.
        A color component (D3DFVF_DIFFUSE or D3DFVF_SPECULAR) or at least one texture coordinate (D3DFVF_TEX1 through D3DFVF_TEX8) must be specified.

    • See Also
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