|Microsoft DirectX 9.0|
Performs adaptive tessellation based on the z-based adaptive tessellation criterion.
D3DXVECTOR4* pTrans, DWORD dwMaxTessLevel, LPD3DXMESH pMesh );
- [in] Specifies a 4-D 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.
- [in] Maximum limit for adaptive tessellation. This is the number of vertices introduced between existing vertices. The range of this integer value is 1 <= dwMaxTessLevel <= 32.
- [in] Resulting tessellated mesh. See ID3DXMesh.
If the method succeeds, the return value is D3D_OK.
If the method fails, the return value can be one of the following values.
D3DERR_INVALIDCALL The method call is invalid. For example, a method's parameter may have an invalid value. E_OUTOFMEMORY Microsoft?Direct3D?could not allocate sufficient memory to complete the call.
This function will perform more efficiently if the patch mesh has been optimized using ID3DXPatchMesh::Optimize.