D3D10_SO_DECLARATION_ENTRY structure (d3d10.h)
Description of a vertex element in a vertex buffer in an output slot.
Syntax
typedef struct D3D10_SO_DECLARATION_ENTRY {
LPCSTR SemanticName;
UINT SemanticIndex;
BYTE StartComponent;
BYTE ComponentCount;
BYTE OutputSlot;
} D3D10_SO_DECLARATION_ENTRY;
Members
SemanticName
Type: LPCSTR
Type of output element. Possible values: "POSITION", "NORMAL", or "TEXCOORD0".
SemanticIndex
Type: UINT
Output element's zero-based index. Should be used if, for example, you have more than one texture coordinate stored in each vertex.
StartComponent
Type: BYTE
Which component of the entry to begin writing out to. Valid values are 0 ~ 3. For example, if you only wish to output to the y and z components of a position, then StartComponent should be 1 and ComponentCount should be 2.
ComponentCount
Type: BYTE
The number of components of the entry to write out to. Valid values are 1 ~ 4. For example, if you only wish to output to the y and z components of a position, then StartComponent should be 1 and ComponentCount should be 2.
OutputSlot
Type: BYTE
The output slot that contains the vertex buffer that contains this output entry.
Requirements
Requirement | Value |
---|---|
Header | d3d10.h |