Microsoft DirectX 9.0

ID3DXPatchMesh::TessellateAdaptive Method

Performs adaptive tessellation based on the z-based adaptive tessellation criterion.


HRESULT TessellateAdaptive(      

    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.

Return Value

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_INVALIDCALLThe method call is invalid. For example, a method's parameter may have an invalid value.
E_OUTOFMEMORYMicrosoft?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.

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