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Use this method to switch between software and hardware vertex processing.
Syntax
HRESULT SetSoftwareVertexProcessing(
[in] BOOL bSoftware
);
Parameters
[in] bSoftware
Type: BOOL
TRUE to specify software vertex processing; FALSE to specify hardware vertex processing.
Return value
Type: HRESULT
If the method succeeds, the return value is D3D_OK. If the method fails, the return value can be D3DERR_INVALIDCALL.
Remarks
The restrictions for changing modes are as follows (also refer to the notes on the D3DCREATE constants):
- If a device is created with D3DCREATE_SOFTWARE_VERTEXPROCESSING, the vertex processing will be done in software and cannot be changed.
- If a device is created with D3DCREATE_HARDWARE_VERTEXPROCESSING, the vertex processing will be done in hardware and cannot be changed.
- If a device is created with D3DCREATE_MIXED_VERTEXPROCESSING, the vertex processing will be done in hardware by default. The processing can be switched to software (or back to hardware) using IDirect3DDevice9::SetSoftwareVertexProcessing.
In Direct3D 9, use SetSoftwareVertexProcessing instead. This new API is not recorded by StateBlocks.
Requirements
Requirement | Value |
---|---|
Target Platform | Windows |
Header | d3d9helper.h (include D3D9.h) |
Library | D3D9.lib |