Game Development Reference
In-Depth Information
Flags
—Optimization flags that tell the method what kind of
optimizations to perform. These can be one or more of the
following:
D3DXMESHOPT_COMPACT
—Removes unused indices and ver-
tices from the mesh
D3DXMESHOPT_ATTRSORT
—Sorts the triangles by attribute
and generates an attribute table. This allows
DrawSubset
to
be more efficient (see section 10.5).
D3DXMESHOPT_VERTEXCACHE
—Increases vertex cache rate
hits
D3DXMESHOPT_STRIPREORDER
—Reorganizes the indices so
that triangle strips can be as long as possible
D3DXMESHOPT_IGNOREVERTS
—Optimizes index info only;
ignore vertices
Note:
The
D3DXMESHOPT_VERTEXCACHE
and
D3DXMESHOPT_
STRIPREORDER
flags cannot be used together.
pAdjacencyIn
—Pointer to the adjacency array of the
non-optimized mesh
pAdjacencyOut
—Pointer to a
DWORD
array to be filled with the
adjacency info of the optimized mesh. The array must have
ID3DXMesh::GetNumFaces() * 3
elements. If you do not need
this info, pass 0.
pFaceRemap
—Pointer to a
DWORD
array to be filled with the face
remap info. The array should be of size
ID3DXMesh::GetNum-
Faces()
. When a mesh is optimized, its faces may be moved
around in the index buffer. The face remap info tells where the orig-
inal faces have moved to; that is, the
i
th
entry in
pFaceRemap
holds
the face index identifying where the
i
th
original face has moved. If
you do not need this info, pass 0.
ppVertexRemap
—Address of a pointer to an
ID3DXBuffer
(see
section 11.1) that will be filled with the vertex remap info. This
buffer should contain
ID3DXMesh::GetNumVertices()
verti-
ces. When a mesh is optimized, its vertices may be moved around
in the vertex buffer. The vertex remap info tells where the original
vertices have moved; that is, the
i
th
entry in
ppVertexRemap
holds the vertex index identifying where the
i
th
original vertex has
moved. If you do not need this info, pass 0.
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