Note
Access to this page requires authorization. You can try signing in or changing directories.
Access to this page requires authorization. You can try changing directories.
Note
The D3DX utility library is deprecated. We recommend that you use DirectXMath instead.
Computes a bounding sphere for the mesh.
Syntax
HRESULT D3DXComputeBoundingSphere(
_In_ const D3DXVECTOR3 *pFirstPosition,
_In_ DWORD NumVertices,
_In_ DWORD dwStride,
_Out_ D3DXVECTOR3 *pCenter,
_Out_ FLOAT *pRadius
);
Parameters
-
pFirstPosition [in]
-
Type: const D3DXVECTOR3*
Pointer to first position.
-
NumVertices [in]
-
Type: DWORD
Number of vertices.
-
dwStride [in]
-
Type: DWORD
Number of bytes between position vectors. Use GetNumBytesPerVertex, D3DXGetFVFVertexSize, or D3DXGetDeclVertexSize to get the vertex stride.
-
pCenter [out]
-
Type: D3DXVECTOR3*
D3DXVECTOR3 structure, defining the coordinate center of the returned bounding sphere.
-
pRadius [out]
-
Type: FLOAT*
Radius of the returned bounding sphere.
Return value
Type: HRESULT
If the function succeeds, the return value is D3D_OK. If the function fails, the return value can be one of the following: D3DERR_INVALIDCALL.
Requirements
Requirement | Value |
---|---|
Header |
|
Library |
|
See also