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Generates an optimized face remapping for a triangle list.
Syntax
HRESULT D3DXOptimizeFaces(
_In_ LPCVOID pIndices,
_In_ UINT NumFaces,
_In_ UINT NumVertices,
_In_ BOOL Indices32Bit,
_Inout_ DWORD *pFaceRemap
);
Parameters
-
pIndices [in]
-
Type: LPCVOID
Pointer to triangle list indices to use for ordering vertices.
-
NumFaces [in]
-
Type: UINT
Number of faces in the triangle list. For 16-bit meshes, this is limited to 2^16 - 1 (65535) or fewer faces.
-
NumVertices [in]
-
Type: UINT
Number of vertices referenced by the triangle list.
-
Indices32Bit [in]
-
Type: BOOL
Flag indicating index type: TRUE if indices are 32-bit (more than 65535 indices), FALSE if indices are 16-bit (65535 or fewer indices).
-
pFaceRemap [in, out]
-
Type: DWORD*
Pointer to the original mesh face that was split to generate the current face.
Return value
Type: HRESULT
If the function succeeds, the return value is D3D_OK. If the function fails, the return value can be one of the following: D3DERR_INVALIDCALL, E_OUTOFMEMORY.
Remarks
This function's optimization procedure is functionally equivalent to calling ID3DXMesh::Optimize with the D3DXMESHOPT_DEVICEINDEPENDENT flag, but this function makes more efficient use of vertex caches.
Requirements
| Requirement | Value |
|---|---|
| Header |
|
| Library |
|
See also