Game Development Reference
In-Depth Information
pAdjacency
—Pointer to a
DWORD
array that contains the adja-
cency info of
pMesh
pVertexAttributeWeights
—Pointer to a
D3DXATTRIBUTE-
WEIGHTS
array of size
pMesh->GetNumVertices()
, where the
i
th
entry corresponds with the
i
th
vertex in
pMesh
and specifies its
attribute weight. The attribute weights are used to determine the
chance that a vertex is removed during simplification. You can pass
in null for this parameter and a default vertex attribute weight will
be used for each vertex. See section 11.3.2 for more information on
attribute weights and the
D3DXATTRIBUTEWEIGHTS
structure.
pVertexWeights
—Pointer to a
float
array of size
pMesh->
GetNumVertices()
, where the
i
th
entry corresponds to the
i
th
vertex in
pMesh
and specifies its vertex weight. The higher a ver-
tex weight, the less chance it has of being removed during simplifi-
cation. You can pass in null for this parameter and a default vertex
weight of 1.0 will be used for each vertex.
MinValue
—The minimum vertices or faces (determined by the
next parameter—
Options
) we want to simplify down to. Note that
this value is a request, and depending on vertex/attribute weights
the resulting mesh might not match this value.
Options
—Exactly one member of the
D3DXMESHSIMP
enumer-
ated type:
D3DXMESHSIMP_VERTEX
—Specifies that the previous param-
eter
MinValue
refers to vertices
D3DXMESHSIMP_FACE
—Specifies that the previous parameter
MinValue
refers to faces
ppPMesh
—Returns the generated progressive mesh
11.3.2
Vertex Attribute Weights
typedef struct _D3DXATTRIBUTEWEIGHTS {
FLOAT Position;
FLOAT Boundary;
FLOAT Normal;
FLOAT Diffuse;
FLOAT Specular;
FLOAT Texcoord[8];
FLOAT Tangent;
FLOAT Binormal;
} D3DXATTRIBUTEWEIGHTS;
The vertex weight structure allows us to specify a weight for each pos-
sible component of a vertex. A value of 0.0 would indicate that the
component carries no weight. The higher the weights for the vertex
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