Microsoft DirectX 8.0 (C++)

IDirect3DDevice8::ProcessVertices

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.

HRESULT ProcessVertices(
  UINT SrcStartIndex,
  UINT DestIndex,
  UINT VertexCount,
  IDirect3DVertexBuffer8* pDestBuffer,
  DWORD Flags
);

Parameters

SrcStartIndex
[in] Index of first vertex to be loaded.
DestIndex
[in] Index of first vertex in the destination vertex buffer into which the results are placed.
VertexCount
[in] Number of vertices to process.
pDestBuffer
[in] Pointer to an IDirect3DVertexBuffer8 interface, the destination vertex buffer representing the stream of interleaved vertex data.
Flags
[in] Processing options. Set this parameter to 0 for default processing. Set to D3DPV_DONOTCOPYDATA to prevent the system from copying vertex data not affected by the vertex operation into the destination buffer.

Return Values

If the method succeeds, the return value is D3D_OK.

If the method fails, the return value can be D3DERR_INVALIDCALL.

Remarks

The destination vertex buffer, pDestBuffer, must be created with a nonzero FVF parameter. The FVF code specified during the call to the IDirect3DDevice8::CreateVertexBuffer method specifies the vertex elements present in the destination vertex buffer.

Requirements

  Header: Declared in D3d8.h.
  Import Library: Use D3d8.lib.

See Also

Device Types and Vertex Processing Requirements