| Class IDirect3DRMMeshBuilder (unit DirectX) |
| Constructors |
| Functions |
function AddFace(lpD3DRMFace: IDirect3DRMFace): HRESULT;
function AddFaces(dwVertexCount: DWORD; var lpD3DVertices: D3DVECTOR;
normalCount: DWORD; var lpNormals: D3DVECTOR; var lpFaceData: DWORD;
out lplpD3DRMFaceArray: IDirect3DRMFaceArray): HRESULT;
function AddFrame(lpD3DRMFrame: IDirect3DRMFrame): HRESULT;
function AddMesh(lpD3DRMMesh: IDirect3DRMMesh): HRESULT;
function AddMeshBuilder(lpD3DRMMeshBuild: IDirect3DRMMeshBuilder): HRESULT;
function AddNormal(x, y, z: D3DVALUE): Integer;
function AddVertex(x, y, z: D3DVALUE): Integer;
function CreateFace(out lplpd3drmFace: IDirect3DRMFace): HRESULT;
function CreateMesh(out lplpD3DRMMesh: IDirect3DRMMesh): HRESULT;
function GenerateNormals: HRESULT;
function GetBox(var lpD3DRMBox: D3DRMBOX): HRESULT;
function GetColorSource: D3DRMCOLORSOURCE;
function GetFaceCount: Integer;
function GetFaces(out lplpD3DRMFaceArray: IDirect3DRMFaceArray): HRESULT;
function GetPerspective: BOOL;
function GetQuality: D3DRMRENDERQUALITY;
function GetTextureCoordinates(index: DWORD; var u, v: D3DVALUE): HRESULT;
function GetVertexColor(index: DWORD): D3DCOLOR;
function GetVertexCount: Integer;
function GetVertices(var vcount: DWORD; var vertices: D3DVECTOR;
var ncount: DWORD; var normals: D3DVECTOR; var face_data_size: DWORD;
var face_data: DWORD): HRESULT;
function Load(lpvObjSource, lpvObjID: Pointer; d3drmLOFlags:
D3DRMLOADOPTIONS; d3drmLoadTextureProc: D3DRMLOADTEXTURECALLBACK;
lpvArg: Pointer): HRESULT;
function ReserveSpace(vertexCount, normalCount, faceCount: DWORD): HRESULT;
function Save(lpFilename: PChar; d3drmXOFFormat: D3DRMXOFFORMAT;
d3drmSOContents: D3DRMSAVEOPTIONS): HRESULT;
function Scale(sx, sy, sz: D3DVALUE): HRESULT;
function SetColor(color: D3DCOLOR): HRESULT;
function SetColorRGB(red, green, blue: D3DVALUE): HRESULT;
function SetColorSource(source: D3DRMCOLORSOURCE): HRESULT;
function SetMaterial(lpIDirect3DRMmaterial: IDirect3DRMMaterial): HRESULT;
function SetNormal(index: DWORD; x, y, z: D3DVALUE): HRESULT;
function SetPerspective(perspective: BOOL): HRESULT;
function SetQuality(quality: D3DRMRENDERQUALITY): HRESULT;
function SetTexture(lpD3DRMTexture: IDirect3DRMTexture): HRESULT;
function SetTextureCoordinates(index: DWORD; u, v: D3DVALUE): HRESULT;
function SetTextureTopology(cylU, cylV: BOOL): HRESULT;
function SetVertex(index: DWORD; x, y, z: D3DVALUE): HRESULT;
function SetVertexColor(index: DWORD; color: D3DCOLOR): HRESULT;
function SetVertexColorRGB(index: DWORD; red, green, blue: D3DVALUE):
HRESULT;
function Translate(tx, ty, tz: D3DVALUE): HRESULT;| Properties |
| Events |
| Variables |
| Constructors |
| Functions |
function AddFace(lpD3DRMFace: IDirect3DRMFace): HRESULT;
function AddFaces(dwVertexCount: DWORD; var lpD3DVertices: D3DVECTOR;
normalCount: DWORD; var lpNormals: D3DVECTOR; var lpFaceData: DWORD;
out lplpD3DRMFaceArray: IDirect3DRMFaceArray): HRESULT;
function AddFrame(lpD3DRMFrame: IDirect3DRMFrame): HRESULT;
function AddMesh(lpD3DRMMesh: IDirect3DRMMesh): HRESULT;
function AddMeshBuilder(lpD3DRMMeshBuild: IDirect3DRMMeshBuilder): HRESULT;
function AddNormal(x, y, z: D3DVALUE): Integer;
function AddVertex(x, y, z: D3DVALUE): Integer;
function CreateFace(out lplpd3drmFace: IDirect3DRMFace): HRESULT;
function CreateMesh(out lplpD3DRMMesh: IDirect3DRMMesh): HRESULT;
function GenerateNormals: HRESULT;
function GetBox(var lpD3DRMBox: D3DRMBOX): HRESULT;
function GetColorSource: D3DRMCOLORSOURCE;
function GetFaceCount: Integer;
function GetFaces(out lplpD3DRMFaceArray: IDirect3DRMFaceArray): HRESULT;
function GetPerspective: BOOL;
function GetQuality: D3DRMRENDERQUALITY;
function GetTextureCoordinates(index: DWORD; var u, v: D3DVALUE): HRESULT;
function GetVertexColor(index: DWORD): D3DCOLOR;
function GetVertexCount: Integer;
function GetVertices(var vcount: DWORD; var vertices: D3DVECTOR;
var ncount: DWORD; var normals: D3DVECTOR; var face_data_size: DWORD;
var face_data: DWORD): HRESULT;
function Load(lpvObjSource, lpvObjID: Pointer; d3drmLOFlags:
D3DRMLOADOPTIONS; d3drmLoadTextureProc: D3DRMLOADTEXTURECALLBACK;
lpvArg: Pointer): HRESULT;** IDirect3DRMMeshBuilder methods
function ReserveSpace(vertexCount, normalCount, faceCount: DWORD): HRESULT;
function Save(lpFilename: PChar; d3drmXOFFormat: D3DRMXOFFORMAT;
d3drmSOContents: D3DRMSAVEOPTIONS): HRESULT;
function Scale(sx, sy, sz: D3DVALUE): HRESULT;
function SetColor(color: D3DCOLOR): HRESULT;
function SetColorRGB(red, green, blue: D3DVALUE): HRESULT;
function SetColorSource(source: D3DRMCOLORSOURCE): HRESULT;
function SetMaterial(lpIDirect3DRMmaterial: IDirect3DRMMaterial): HRESULT;
function SetNormal(index: DWORD; x, y, z: D3DVALUE): HRESULT;
function SetPerspective(perspective: BOOL): HRESULT;
function SetQuality(quality: D3DRMRENDERQUALITY): HRESULT;
function SetTexture(lpD3DRMTexture: IDirect3DRMTexture): HRESULT;
function SetTextureCoordinates(index: DWORD; u, v: D3DVALUE): HRESULT;
function SetTextureTopology(cylU, cylV: BOOL): HRESULT;
function SetVertex(index: DWORD; x, y, z: D3DVALUE): HRESULT;
function SetVertexColor(index: DWORD; color: D3DCOLOR): HRESULT;
function SetVertexColorRGB(index: DWORD; red, green, blue: D3DVALUE):
HRESULT;
function Translate(tx, ty, tz: D3DVALUE): HRESULT;| Properties |
| Events |
| Variables |