D3DTEXTURETRANSFORMFLAGS
Microsoft DirectX 9.0 SDK Update (October 2004)

D3DTEXTURETRANSFORMFLAGS Enumerated Type


Defines texture coordinate transformation values.

Syntax

typedef enum _D3DTEXTURETRANSFORMFLAGS {
    D3DTTFF_DISABLE = 0,
    D3DTTFF_COUNT1 = 1,
    D3DTTFF_COUNT2 = 2,
    D3DTTFF_COUNT3 = 3,
    D3DTTFF_COUNT4 = 4,
    D3DTTFF_PROJECTED = 256,
    D3DTTFF_FORCE_DWORD = 0x7fffffff
} D3DTEXTURETRANSFORMFLAGS;

Constants

D3DTTFF_DISABLE

Texture coordinates are passed directly to the rasterizer.

D3DTTFF_COUNT1

The rasterizer should expect 1-D texture coordinates. This value is used by fixed function vertex processing; it should be set to 0 when using a programmable vertex shader.

D3DTTFF_COUNT2

The rasterizer should expect 2-D texture coordinates. This value is used by fixed function vertex processing; it should be set to 0 when using a programmable vertex shader.

D3DTTFF_COUNT3

The rasterizer should expect 3-D texture coordinates. This value is used by fixed function vertex processing; it should be set to 0 when using a programmable vertex shader.

D3DTTFF_COUNT4

The rasterizer should expect 4-D texture coordinates. This value is used by fixed function vertex processing; it should be set to 0 when using a programmable vertex shader.

D3DTTFF_PROJECTED

This flag is honored by the fixed function pixel pipeline, as well as the programmable pixel pipeline in versions ps_1_1 to ps_1_3. When texture projection is enabled for a texture stage, all four floating point values must be written to the corresponding texture register. Each texture coordinate is divided by the last element before being passed to the rasterizer. For example, if this flag is specified with the D3DTTFF_COUNT3 flag, the first and second texture coordinates are divided by the third coordinate before being passed to the rasterizer.

D3DTTFF_FORCE_DWORD

Forces this enumeration to compile to 32 bits in size. This value is not used.

Remarks

Texture coordinates can be transformed using a 4x4 matrix before the results are passed to the rasterizer. The texture coordinate transforms are set by calling IDirect3DDevice9::SetTextureStageState, and by passing in the D3DTSS_TEXTURETRANSFORMFLAGS texture stage state and one of the values from D3DTEXTURETRANSFORMFLAGS. For more information about texture transforms, see Texture Coordinate Transformations.

Enumerated Type Information

Headerd3d9types.h
Minimum operating systems Windows 98

See Also

D3DTEXTURESTAGESTATETYPE


© 2004 Microsoft Corporation. All rights reserved.
Feedback? Please provide us with your comments on this topic.
For more help, visit the DirectX Developer Center.