VertexElement Structure (Microsoft.DirectX.Direct3D)

How Do I...?

  • Create a Vertex Declaration

Defines input vertex data to the pipeline.

Definition

Visual Basic Public Structure VertexElement
C# public struct VertexElement 
C++ public value class VertexElement sealed 
JScript In JScript, you can use structures, but you cannot define your own.

Members Table

The following table lists the members exposed by the object.

Fields

Field Description
static (Shared in Visual Basic) VertexDeclarationEnd Retrieves a VertexElement structure that is considered to be the end of vertex shader declaration.

Methods

Method Description
ToString Obtains a string representation of the current instance.
VertexElement Initializes a new instance of the VertexElement class.

Properties

Property Description
DeclarationMethod Retrieves or sets the tessellator processing method.
DeclarationType Retrieves or sets the data type that defines the data size for the vertex element.
DeclarationUsage Retrieves or sets one or more usage values that define the intended use of the vertex data.
Offset Retrieves or sets the offset (if any) from the beginning of the stream to the beginning of the vertex data.
Stream Retrieves or sets the stream number (or index) to use.
UsageIndex Modifies the usage data to allow the user to specify multiple usage types.

How Do I...?

Create a Vertex Declaration

This example demonstrates how to create a vertex declaration.

[C#]
As shown in the following C# code example, first declare a VertexElement array to hold the vertex shader declaration. The declaration array must end with VertexElement.VertexDeclarationEnd as the last element (the size of the vertex element array will be one more than the number of actual vertex elements).
Create a VertexDeclaration instance using the Device and VertexElement array previously created.

**Note: **The offset parameter of each element is the cumulative offset of the elements from the start of the declaration. For example, the second element is offset 12 bytes, since it is three floats of four bytes each, or (3 * sizeof(float) = 12).

// Create the vertex element array.
VertexElement[] elements = new VertexElement[]
{
    new VertexElement(0, 0, DeclarationType.Float3,
                            DeclarationMethod.Default,
                            DeclarationUsage.Position, 0),
                            
    new VertexElement(0, 12, DeclarationType.Float3,
                             DeclarationMethod.Default,
                             DeclarationUsage.Normal, 0),
                            
    new VertexElement(0, 24, DeclarationType.Float2,
                             DeclarationMethod.Default,
                             DeclarationUsage.TextureCoordinate, 0),
                            
    VertexElement.VertexDeclarationEnd 
};

// Use the vertex element array to create a vertex declaration.
VertexDeclaration decl = new VertexDeclaration(device, elements);

Structure Information

Namespace Microsoft.DirectX.Direct3D
Assembly Microsoft.DirectX.Direct3D (microsoft.directx.direct3d.dll)
Strong Name Microsoft.DirectX.Direct3D,  Version=1.0.900.0,  Culture=neutral,  PublicKeyToken=d3231b57b74a1492