Microsoft DirectX 9.0 SDK Update (October 2004)

Device.ProcessVertices Method

Language:

Note: This documentation is preliminary and is subject to change.

Applies the vertex processing defined by the vertex shader to the set of input data streams, generating a single stream of interleaved vertex data to the destination vertex buffer.

Definition

Visual Basic .NET Public Sub ProcessVertices( _
    ByVal srcStartIndex As Integer, _
    ByVal destIndex As Integer, _
    ByVal vertexCount As Integer, _
    ByVal destBuffer As VertexBuffer, _
    ByVal vertexDeclaration As VertexDeclaration, _
    ByVal copyData As Boolean _
)
C# public void ProcessVertices(
    int srcStartIndex,
    int destIndex,
    int vertexCount,
    VertexBuffer destBuffer,
    VertexDeclaration vertexDeclaration,
    bool copyData
);
Managed C++ public: void ProcessVertices(
    int srcStartIndex,
    int destIndex,
    int vertexCount,
    VertexBuffer *destBuffer,
    VertexDeclaration *vertexDeclaration,
    bool copyData
);
JScript .NET public function ProcessVertices(
    srcStartIndex : int,
    destIndex : int,
    vertexCount : int,
    destBuffer : VertexBuffer,
    vertexDeclaration : VertexDeclaration,
    copyData : boolean
);

Parameters

srcStartIndex System.Int32. Index of first vertex to load.
destIndex System.Int32. Index of first vertex in the destination vertex buffer into which the results are placed.
vertexCount System.Int32. Number of vertices to process.
destBuffer Microsoft.DirectX.Direct3D.VertexBuffer. A VertexBuffer class; the destination vertex buffer that represents the stream of interleaved vertex data.
vertexDeclaration Microsoft.DirectX.Direct3D.VertexDeclaration. A VertexDeclaration class that represents the output vertex data declaration. When vertex shader 3.0 or later is set as the current vertex shader, the output vertex declaration must be present.
copyData System.Boolean. Set to true for default processing. Set to false to prevent the system from copying vertex data not affected by the vertex operation into the destination buffer.

Remarks

The order of operations for this method is as follows.

Note that the user does not have access to the internal clip code buffer. No clipping is done on triangles or any other primitives.

The destination vertex buffer, param_VertexBuffer_destBuffer, must be created with a nonzero flexible vertex format parameter. The flexible vertex format (FVF) code specified during the call to the VertexBuffer constructor method specifies the vertex elements present in the destination vertex buffer.

When Microsoft® Direct3D® generates texture coordinates or copies or transforms input texture coordinates, and the output texture coordinate format defines more texture coordinate components than Direct3D generates, Direct3D does not change the extra components.

Exceptions
InvalidCallException The method call is invalid. For example, a method's parameter might contain an invalid value.


© 2004 Microsoft Corporation. All rights reserved. Terms of use.

Feedback? Please provide us with your comments on this topic.
For more help, visit the DirectX Developer Center