Microsoft DirectX 9.0

ID3DXPMesh::CloneMeshFVF Method

Clones a mesh using a flexible vertex format (FVF) code.


HRESULT CloneMeshFVF(      

    DWORD Options,     DWORD FVF,     LPDIRECT3DDEVICE9 pDevice,     LPD3DXMESH *ppCloneMesh );


[in] A combination of one or more D3DXMESH flags specifying creation options for the mesh.
[in] Combination of FVF codes, which specifies the vertex format for the vertices in the output mesh. For the values of the codes, see D3DFVF.
[in] Pointer to an IDirect3DDevice9 interface representing the device object associated with the mesh.
[out, retval] Address of a pointer to an ID3DXMesh interface, representing the cloned mesh.

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.


ID3DXBaseMesh::CloneMeshFVF is used to reformat and change the vertex data layout. This is done by creating a new mesh object. For example, use it to to add space for normals, texture coordinates, colors, weights, etc. that were not present before.

ID3DXBaseMesh::UpdateSemantics updates the vertex declaration with different semantic information without changing the layout of the vertex buffer. This method does not modify the contents of the vertex buffer. For example, use it to relabel a 3-D texture coordinate as a binormal or tangent or vice versa.

See Also

ID3DXBaseMesh::CloneMesh, ID3DXBaseMesh::GetFVF, ID3DXMesh::GetFVF, ID3DXPMesh::GetFVF, D3DXFVFFromDeclarator

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