Note
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Defines whether the current tessellation mode is discrete or continuous.
Syntax
typedef enum D3DPATCHEDGESTYLE {
D3DPATCHEDGE_DISCRETE = 0,
D3DPATCHEDGE_CONTINUOUS = 1,
D3DPATCHEDGE_FORCE_DWORD = 0x7fffffff
} D3DPATCHEDGESTYLE, *LPD3DPATCHEDGESTYLE;
Constants
-
D3DPATCHEDGE_DISCRETE
-
Discrete edge style. In discrete mode, you can specify float tessellation but it will be truncated to integers.
-
D3DPATCHEDGE_CONTINUOUS
-
Continuous edge style. In continuous mode, tessellation is specified as float values that can be smoothly varied to reduce "popping" artifacts.
-
D3DPATCHEDGE_FORCE_DWORD
-
Forces this enumeration to compile to 32 bits in size. Without this value, some compilers would allow this enumeration to compile to a size other than 32 bits. This value is not used.
Remarks
Note that continuous tessellation produces a completely different tessellation pattern from the discrete one for the same tessellation values (this is more apparent in wireframe mode). Thus, 4.0 continuous is not the same as 4 discrete.
Requirements
| Requirement | Value |
|---|---|
| Header |
|
See also