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MS.DX.Direct3DX changes from 9.05.132
(I will format this a little more nicely at some point in the future but it should be readable enough)

class FragmentLinker
[changed]
public FragmentDescription GetFragmentDescription(string name);
[to]
public FragmentDescription GetFragmentDescription(EffectHandle name);

class PrtCompressedBuffer
[changed]
public PrtCompressedBuffer(CompressionQuality quality, int numberClusters, int numberPca, PrtEngineCallback callback, PrtBuffer buffer);
[to]
public PrtCompressedBuffer(CompressionQuality quality, int numberClusters, int numberPca, PercentageCompleteCallback callback, PrtBuffer buffer);

class PrtEngine
[changed]
public void SetCallback(PrtEngineCallback callback, float frequency);
[to]
public void SetCallback(PercentageCompleteCallback callback, float frequency);

[added]
public class UVAtlas
{
public static UVAtlasOutput Create(Mesh mesh, int maxChartNumber, float maxStretch, int width, int height, float gutter, int textureIndex, GraphicsStream adjacency, float[] imtArray, PercentageCompleteCallback callback, float callbackFrequency);
public static UVAtlasOutput Create(Mesh mesh, int maxChartNumber, float maxStretch, int width, int height, float gutter, int textureIndex, int[] adjacency, float[] imtArray, PercentageCompleteCallback callback, float callbackFrequency);
public static void Pack(Mesh mesh, int width, int height, float gutter, int textureIndex, PercentageCompleteCallback callback, float callbackFrequency, GraphicsStream facePartitioning);
public static UVAtlasOutput Partition(Mesh mesh, int maxChartNumber, float maxStretch, int textureIndex, GraphicsStream adjacency, float[] imtArray, PercentageCompleteCallback callback, float callbackFrequency);
public static UVAtlasOutput Partition(Mesh mesh, int maxChartNumber, float maxStretch, int textureIndex, int[] adjacency, float[] imtArray, PercentageCompleteCallback callback, float callbackFrequency);
}

[added]
public struct UVAtlasOutput
{
public UVAtlasOutput();
public GraphicsStream FacePartitioning { get; }
public float MaximumStretch { get; }
public Mesh Mesh { get; }
public int NumberCharts { get; }
public GraphicsStream VertexRemapArray { get; }
}

enum ShaderFlags
[added]
NotCloneable,

Delegates:
[changed]
public delegate bool PrtEngineCallback(float percentComplete);
[to]
public delegate bool PercentageCompleteCallback(float percentComplete);
Updated 3/31/2005 12:00:00 AM by Zman