Microsoft DirectX 9.0 SDK Update (October 2004)

ClipStatus Structure

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

Describes the current clip status.

Definition

Visual Basic .NET Public Structure ClipStatus
C# public struct ClipStatus
Managed C++ public __value struct ClipStatus
JScript .NET In JScript .NET, you can use structures, but you cannot define your own.

Members Table

Method Description
ClipStatus Initializes a new instance of the ClipStatus class.
ToString Obtains a string representation of the current instance.
Property Description
ClipIntersection Retrieves or sets a value that is the bitwise intersection of all current clip status flags.
ClipUnion Retrieves or sets a value that is the bitwise union of all current clip status flags.

Remarks

When clipping is enabled during vertex processing (by Device.ProcessVertices, Device.DrawPrimitives, or other drawing functions), Microsoft® Direct3D® computes a clip code for each vertex. When a vertex is outside of a particular clipping plane, the corresponding bit is set in the clipping code. Direct3D maintains the clip status using ClipStatus, which has ClipUnion and ClipIntersection members. ClipUnion is a bitwise OR of all vertex clip codes and ClipIntersection is a bitwise AND of all vertex clip codes. Initial values are zero for ClipUnion and 0xFFFFFFFF for ClipIntersection. When RenderStateManager is set to false, ClipUnion and ClipIntersection are set to zero. Direct3D updates the clip status during drawing calls. To compute clip status for a particular object, set ClipUnion and ClipIntersection to their initial values and continue drawing.

Clip status is not updated by Device.DrawRectanglePatch and Device.DrawTrianglePatch because there is no software emulation for them.

Structure Information

Namespace Microsoft.DirectX.Direct3D
Assembly Microsoft.DirectX.Direct3D (microsoft.directx.direct3d.dll)
Strong Name Microsoft.DirectX.Direct3D,  Version=1.0.2902.0,  Culture=neutral,  PublicKeyToken=31bf3856ad364e35

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

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