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TDx_3DI_Library v2.00 Component Reference
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[ TDx_3DDevice::DrawIndexedPrimitiveStrided() ]
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[ prev: DrawIndexedPrimitive() ]
public:
virtual bool __fastcall DrawIndexedPrimitiveStrided( D3DPRIMITIVETYPE pPrimitiveType, dword pVertexTypeDesc, TD3DDrawPrimitiveStridedData* pVertexArray, dword pVertexCount, word* pIndices, dword pIndexCount, dword pFlags );
TDX_3DDEVICE::DRAWINDEXEDPRIMITIVESTRIDED()
[ component method ]
- Description
The
TDx_3DDevice::DrawIndexedPrimitiveStrided()
method
will
render
a
geometric
primitive
by
indexing
into
a
strided
vertex
array.
Ensure
the
vertices
to
be
rendered
match
the
vertex
format
or
memory
faults
may
result.
Transformed
vertices
are
not
supported
so
if
D3DFVF_XYZRHW
is
set
in
VertexTypeDesc
the
method
will
fail
with
D3DERR_INVALIDVERTEXTYPE.
If
the
method
call
fails,
the
OnError
event
will
be
triggered
with
one
of
the
following
values:
D3DERR_INVALIDRAMPTEXTURE
D3DERR_INVALIDPRIMITIVETYPE
D3DERR_INVALIDVERTEXTYPE
DDERR_INVALIDPARAMS
DDERR_WASSTILLDRAWING
- Parameters
PrimitiveType
The PrimitiveType parameter defines the type of primitive that is to be rendered.
Possible values are:
D3DPT_LINELIST
D3DPT_LINESTRIP
D3DPT_TRIANGLELIST
D3DPT_TRIANGLESTRIP
D3DPT_TRIANGLEFAN
VertexTypeDesc
The VertexTypeDesc parameter indicates the vertex format by setting a combination of flexible vertex format flags.
The flexible vertex format flags used correspond to those described in TD3DVertexBufferFormat::FVF.
VertexArray
The VertexArray parameter references the TD3DDrawPrimitveStridedData component holding the pointers and memory strides of the vertices.
VertexCount
The VertexCount parameter defines the total number of vertices stored in the vertex list referenced by VertexArray.
Indices
The Indices parameter references a WORD array of values for indexing into the vertex list referenced by VertexArray.
IndexCount
The IndexCount parameter defines how many indices are in the Indices array and thus how many vertices from VertexArray are to be used.
Flags
The Flags parameter indicates whether the method should wait for rendering before returning.
The described effect applies when the flag is set.
Set 0 to return as soon as the polygons are sent to the card.
D3DDP_WAIT
Wait until rendering has been done rather than returning as soon as the data has been sent to the card.
The method will return immediately when a scene capture cards responds.
Usually for debugging, do not use this flag to ensure the scene is up to date before continuing.
- See Also
- Top
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