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Performs adaptive tessellation based on the z-based adaptive tessellation criterion.
Syntax
HRESULT TessellateAdaptive(
[in] const D3DXVECTOR4 *pTrans,
[in] DWORD dwMaxTessLevel,
[in] DWORD dwMinTessLevel,
[in] LPD3DXMESH pMesh
);
Parameters
-
pTrans [in]
-
Type: const D3DXVECTOR4*
Specifies a 4D vector that is dotted with the vertices to get the per-vertex adaptive tessellation amount. Each edge is tessellated to the average value of the tessellation levels for the two vertices it connects.
-
dwMaxTessLevel [in]
-
Type: DWORD
Maximum limit for adaptive tessellation. This is the number of vertices introduced between existing vertices. This integer value can range from 1 to 32, inclusive.
-
dwMinTessLevel [in]
-
Type: DWORD
Minimum limit for adaptive tessellation. This is the number of vertices introduced between existing vertices. This integer value can range from 1 to 32, inclusive.
-
pMesh [in]
-
Type: LPD3DXMESH
Resulting tessellated mesh. See ID3DXMesh.
Return value
Type: HRESULT
If the method succeeds, the return value is D3D_OK. If the method fails, the return value can be one of the following: D3DERR_INVALIDCALL, E_OUTOFMEMORY.
Remarks
This function will perform more efficiently if the patch mesh has been optimized using ID3DXPatchMesh::Optimize.
Requirements
Requirement | Value |
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Header |
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Library |
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See also