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Optimizes the patch mesh for efficient tessellation.
Syntax
HRESULT Optimize(
DWORD Flags );
Parameters
- Flags
- [in] Currently unused.
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:
D3DERR_INVALIDCALL The method call is invalid. For example, a method's parameter may have an invalid value. D3DXERR_CANNOTATTRSORT Attribute sort (D3DXMESHOPT_ATTRSORT) is not supported as an optimization technique. E_OUTOFMEMORY Microsoft Direct3D could not allocate sufficient memory to complete the call.
Remarks
After an application generates adjacency information for a mesh, the mesh data can be optimized (reordered) for better drawing performance. This method determines which patches are adjacent (within the provided tolerance).
Adjacency information is also used to optimize tessellation. Generate adjacency information once and tessellate repeatedly by calling ID3DXPatchMesh::Tessellate. The optimization performed is independent of the actual tessellation level used. However, if the mesh vertices are changed, you must regenerate the adjacency information.
See Also
ID3DXPatchMesh::GenerateAdjacency