Microsoft DirectX 8.1 (C++)

D3DBASISTYPE

Defines the basis type of a high-order patch surface.

typedef enum _D3DBASISTYPE{
   D3DBASIS_BEZIER        = 0,
   D3DBASIS_BSPLINE       = 1,
   D3DBASIS_INTERPOLATE   = 2, 

   D3DBASIS_FORCE_DWORD   = 0x7fffffff
} D3DBASISTYPE;

Constants

D3DBASIS_BEZIER
Input vertices are treated as a series of bézier patches. The number of vertices specified must be divisible by 3 + 1. Portions of the mesh beyond this criterion will not be rendered. Full continuity is assumed between sub-patches in the interior of the surface rendered by each call. Only the vertices at the corners of each sub-patch are guaranteed to lie on the resulting surface.
D3DBASIS_BSPLINE
Input vertices are treated as control points of a B-spline surface. The number of apertures rendered is 2 less than the number of apertures in that direction. In general, the generated surface does not contain the control vertices specified.
D3DBASIS_INTERPOLATE
An interpolating basis defines the surface so that the surface goes through all the input vertices specified.
D3DBASIS_FORCE_DWORD
Forces this enumeration to compile to 32 bits in size. This value is not used.

Remarks

The members of D3DBASISTYPE specify the formulation to be used in evaluating the high-order patch surface primitive during tessellation.

Requirements

  Header: Declared in D3d8types.h.

See Also

D3DRECTPATCH_INFO, D3DTRIPATCH_INFO