D3DM_PROCESSVERTICES (Windows Embedded CE 6.0)
1/6/2010
This structure contains the contents of the D3DMOP_PROCESSVERTICES command token (see D3DM_OPERATION), which informs the driver that it should transform and light a series of vertices based on the current texture and lighting states.
Syntax
typedef struct _D3DM_PROCESSVERTICES {
DWORD SrcStartIndex;
DWORD DestIndex;
DWORD VertexCount;
ULONG DestBufferId;
DWORD Flags;
} D3DM_PROCESSVERTICES, * LPD3DM_PROCESSVERTICES;
Members
- SrcStartIndex
A DWORD value that specifies the first vertex to process in the current vertex buffer.
- DestIndex
A DWORD value that specifies the position in the destination vertex buffer where the first processed vertex should be stored. Subsequent vertices in the series will be stored incrementally from this index.
- VertexCount
A DWORD value specifying the number of vertices that will be processed.
- DestBufferId
A ULONG value that contains the address of the destination vertex buffer.
- Flags
A DWORD value containing one or more flags from the D3DMPV Values.
Requirements
Header | d3dmddk.h |
Windows Embedded CE | Windows CE 5.0 |
See Also
Reference
Direct3D Mobile Driver Structures
D3DM_OPERATION