Note
Access to this page requires authorization. You can try signing in or changing directories.
Access to this page requires authorization. You can try changing directories.
In certain instances, source and destination number formats for vertex position and texture coordinates do no match. For example, the source texture coordinate data may be in floating point while the destination texture coordinate data may be in fixed point.
Under such circumstances, the driver must perform the appropriate conversion from floating point to fixed point, or vice versa. If such a conversion is required, the driver may store these values in any intermediate format it chooses as long the data is in the appropriate format when it is read from the destination vertex buffer.
See Also
Rendering Pipeline in Direct3D Mobile Drivers
Send Feedback on this topic to the authors