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Microsoft DirectX 9.0 |
Identifies the intended use of vertex data.
Syntax
typedef enum _D3DDECLUSAGE { D3DDECLUSAGE_POSITION = 0, D3DDECLUSAGE_BLENDWEIGHT = 1, D3DDECLUSAGE_BLENDINDICES = 2, D3DDECLUSAGE_NORMAL = 3, D3DDECLUSAGE_PSIZE = 4, D3DDECLUSAGE_TEXCOORD = 5, D3DDECLUSAGE_TANGENT = 6, D3DDECLUSAGE_BINORMAL = 7, D3DDECLUSAGE_TESSFACTOR = 8, D3DDECLUSAGE_POSITIONT = 9, D3DDECLUSAGE_COLOR = 10, D3DDECLUSAGE_FOG = 11, D3DDECLUSAGE_DEPTH = 12, D3DDECLUSAGE_SAMPLE = 13 } D3DDECLUSAGE;
Constants
- D3DDECLUSAGE_POSITION
Position data. (D3DDECLUSAGE_POSITION with UsageIndex = 0 ) specifies un-transformed position in fixed function vertex processing and the n-patch tessellator. (D3DDECLUSAGE_POSITION with UsageIndex = 1) specifies un-transformed position in the fixed function vertex shader for skinning.
- D3DDECLUSAGE_BLENDWEIGHT
Blending weight data. (D3DDECLUSAGE_BLENDWEIGHT with UsageIndex = 0) specifies The blend weights in fixed function vertex processing.
- D3DDECLUSAGE_BLENDINDICES
Blending indices data. (D3DDECLUSAGE_BLENDINDICES with UsageIndex = 0) specifies matrix indices for fixed function vertex processing using indexed pa letted skinning.
- D3DDECLUSAGE_NORMAL
Vertex normal data. (D3DDECLUSAGE_NORMAL with UsageIndex = 0) specifies vertex normals for fixed function vertex processing and the n-patch tessellator. (D3DDECLUSAGE_NORMAL with UsageIndex = 1) specifies vertex normals for fixed function vertex processing for skinning.
- D3DDECLUSAGE_PSIZE
Point size data. (D3DDECLUSAGE_PSIZE with UsageIndex = 0) specifies the point-size attribute used by the setup engine of the rasterizer to expand a point into a quad for the point-sprite functionality.
- D3DDECLUSAGE_TEXCOORD
Texture coordinate data. (D3DDECLUSAGE_TEXCOORD, n) specifies texture coordinates in fixed function vertex processing and in pixel shaders prior to ps_3_0. These can be used to pass user defined data.
- D3DDECLUSAGE_TANGENT
Vertex tangent data.
- D3DDECLUSAGE_BINORMAL
Vertex binormal data.
- D3DDECLUSAGE_TESSFACTOR
Single positive floating point value. (D3DDECLUSAGE_TESSFACTOR with UsageIndex = 0) specifies a tessellation factor used in the tessellation unit to control the rate of tessellation. For more information about the data type, see D3DDECLTYPE_FLOAT1.
- D3DDECLUSAGE_POSITIONT
Vertex data contains transformed position data. (D3DDECLUSAGE_POSITIONT with UsageIndex = 0) specifies transformed position. When a declaration containing this is set, the pipeline does not perform vertex processing.
- D3DDECLUSAGE_COLOR
Vertex data contains diffuse or specular color. (D3DDECLUSAGE_COLOR with UsageIndex = 0) specifies the diffuse color in the fixed function vertex shader and pixel shaders prior to ps_3_0. (D3DDECLUSAGE_COLOR with UsageIndex = 1) specifies the specular color in the fixed function vertex shader and pixel shaders prior to ps_3_0.
- D3DDECLUSAGE_FOG
Vertex data contains fog data. (D3DDECLUSAGE_FOG with UsageIndex = 0) specifies a fog blend value used after pixel shading finishes. This applies to pixel shaders prior to version ps_3_0.
- D3DDECLUSAGE_DEPTH
Vertex data contains depth data.
- D3DDECLUSAGE_SAMPLE
Vertex data contains sampler data. (D3DDECLUSAGE_SAMPLE with UsageIndex = 0) specifies the displacement value to look up. It can be used only with D3DDECLMETHOD_LOOKUPPRESAMPLED or D3DDECLMETHOD_LOOKUP.
Remarks
Vertex data is declared with an array of D3DVERTEXELEMENT9 structures. Each element in the array contains a usage type.
For more information about decoupling vertex shaders and vertex declarations, see Decoupling Vertex Shaders and Vertex Declarations.
Enumerated Type Information
Header d3d9types.h Minimum operating systems Windows 98
See Also
Vertex Declaration