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DX11 SET MESH TOPOLOGY
Sets the primitive topology of the specified mesh.
Primitive topologies describe how many elements and what kind make up a single "primitive"
(like a face or patch). The default topology is the triangle list which states that each
set of 3 indices makes a stand-alone face. Another 3-point topology is the triangle strip,
in which all triangles are connected at the edges. There are also triangle fans, lines (2 vertices per primitive),
point lists and a set of control point patches. The control point topologies are used with the
hull shader and can use between 1 and 32 "vertices" per "patch". In this case the contents of the vertex
buffer is called "control points" instead; the actual vertices in this case are created by the domain shader and will
include any generated by the tessellator stage.
DX11 SET MESH TOPOLOGY mesh, topology
mesh Dword The mesh to set the primitive topology for.
topology Dword The new primitive topology to use (see the TOPOLOGY_XXX constants in DX11Constants.dba).
This function does not return a value.
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