D3DMFVF Values (Windows CE 5.0)

Send Feedback

The following table shows the macros related to creating and interpreting flexible vertex format (FVF) values (see Vertex Data Description).

Value Description
D3DMFVF_DIFFUSE The vertex contains a 32-bit ARGB color value to be used as its diffuse color value.
D3DMFVF_MAX_NORMAL See D3DMFVF_NORMAL_FIXED.
D3DMFVF_MAX_POSITION See D3DMFVF_XYZRHW_FLOAT.
D3DMFVF_MAX_TEXCOUNT See D3DMFVF_TEX4.
D3DMFVF_NORMAL_FIXED The vertex normal is specified by three signed 16.16 fixed point values representing its x, y, and z components.
D3DMFVF_NORMAL_FLOAT The vertex normal is specified by three IEEE 32-bit floating point values for its x, y, and z components.
D3DMFVF_NORMAL_MASK Mask for normal bits.
D3DMFVF_NORMAL_NONE There is no normal vector stored in the vertex. This is set by default. Vertices with this flag cannot contain a vertex normal after they are transformed.
D3DMFVF_POSITION_MASK Mask for position bits.
D3DMFVF_RESERVED This bit is reserved for future expansions to the FVF mechanism.
D3DMFVF_RESERVED_NORMAL1 This bit is reserved for future expansions to the FVF mechanism.
D3DMFVF_RESERVED_NORMAL2 This bit is reserved for future expansions to the FVF mechanism.
D3DMFVF_RESERVED_NORMAL3 This bit is reserved for future expansions to the FVF mechanism.
D3DMFVF_RESERVED_NORMAL4 This bit is reserved for future expansions to the FVF mechanism.
D3DMFVF_RESERVED_NORMAL5 This bit is reserved for future expansions to the FVF mechanism.
D3DMFVF_RESERVED_POSITION1 This bit is reserved for future expansions to the FVF mechanism.
D3DMFVF_RESERVED_POSITION2 This bit is reserved for future expansions to the FVF mechanism.
D3DMFVF_RESERVED_POSITION3 This bit is reserved for future expansions to the FVF mechanism.
D3DMFVF_RESERVED_POSITION4 This bit is reserved for future expansions to the FVF mechanism.
D3DMFVF_SPECULAR The vertex contains a 32 -bit ARGB color value to be used as its specular color value.
D3DMFVF_TEX0 through D3DMFVF_TEX4 Number of texture coordinate sets for this vertex. The actual values for these flags are not sequential.
D3DMFVF_TEXCOORDCOUNT1 The texture coordinate set is one-dimensional.
D3DMFVF_TEXCOORDCOUNT2 The texture coordinate set is two-dimensional.
D3DMFVF_TEXCOORDCOUNT3 The texture coordinate set is three-dimensional.
D3DMFVF_TEXCOORDFIXED(CoordIndex) See D3DMFVF_TEXCOORDFIXED.
D3DMFVF_TEXCOORDFLOAT(CoordIndex) See D3DMFVF_TEXCOORDFLOAT.
D3DMFVF_TEXCOORDFORMAT_FIXED The texture coordinates are all fixed point 16-bit values. Each texture coordinate is stored in the signed 16.16 fixed point format
D3DMFVF_TEXCOORDFORMAT_FLOAT The texture coordinates are all 32-bit IEEE floating point values.
D3DMFVF_TEXCOORDFORMAT_RESERVED1 This bit is reserved for future expansions to the FVF mechanism.
D3DMFVF_TEXCOORDFORMAT_RESERVED2 This bit is reserved for future expansions to the FVF mechanism.
D3DMFVF_TEXCOORDSIZE1(CoordIndex) See D3DMFVF_TEXCOORDSIZE Macros.
D3DMFVF_TEXCOORDSIZE2(CoordIndex) See D3DMFVF_TEXCOORDSIZE Macros
D3DMFVF_TEXCOORDSIZE3(CoordIndex) See D3DMFVF_TEXCOORDSIZE Macros
D3DMFVF_TEXCOUNT_MASK This is a utility value and does not identify a vertex property (see Vertex Data Description).
D3DMFVF_TEXCOUNT_SHIFT This is a utility value and does not identify a vertex property (see Vertex Data Description).
D3DMFVF_TEXTURECOORDCOUNTS This is a utility value and does not identify a vertex property.
D3DMFVF_TEXTURECOORDFORMATS This is a utility value and does not identify a vertex property.
D3DMFVF_XYZ_FIXED The vertex position is defined by a set of three 32-bit integers for x, y, and z using signed 16.16 fixed point encoding. The vertex position is specified in model space and must be transformed.

See Remarks for more information.

D3DMFVF_XYZ_FLOAT The vertex position is defined by a set of three IEEE 32-bit floating point values for x, y and z, in that order. The vertex position is specified in model space and must be transformed. The w value for the vertex position is implied to be 1.0f.

See Remarks for more information.

D3DMFVF_XYZRHW_FIXED The vertex position is defined by a set of four 32-bit integers for x, y, z and rhw (reciprocal of the homogeneous w). Each of the x, y, z, and rhw values are stored in signed 16.16 fixed point. This position is assumed to have already been transformed.

See Remarks for more information.

D3DMFVF_XYZRHW_FLOAT The vertex position is defined by a set of four 32-bit IEEE floating point values. The x and y values are stored in screen space. The rhw value may range from positive to negative infinity. Values of z that fall between the MinZ and MaxZ values of the viewport are considered to be within the viewport.

See Remarks for more information.

Remarks

The D3DMFVF_XYZ_FLOAT, D3DMFVF_XYZRHW_FIXED, D3DMFVF_XYZRHW_FLOAT, and D3DMFVF_XYZ_FIXED flags are mutually exclusive. Only one may be specified in a valid FVF value.

Requirements

OS Versions: Windows CE 5.0 and later.
Header: D3dmtypes.h.

See Also

Direct3D Mobile Macros | D3DMFVF_TEXCOORDSIZE Macros | Vertex Data Description

Send Feedback on this topic to the authors

Feedback FAQs

© 2006 Microsoft Corporation. All rights reserved.