DX11 SET OBJECT TOPOLOGY

Sets the primitive topology of the specified object (ie. all meshes used by it).
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.

Note that you can optionally provide a Limb and a boolean, allowing you to set the given topology for the limb
and all its meshes and, optionally, all its child limbs. Calling this function without these arguments will set the
same topology for all meshes in the entire object.

  Syntax
DX11 SET OBJECT TOPOLOGY object, [limb], [applyToChildren], topology
  Parameters
object
Dword
The object to set the primitive topology for.
[Optional] limb
Dword
If provided, the primitive topology will only be set for this limb (and optionally its child limbs).
[Optional] applyToChildren
Boolean
If set to true, all child limbs of the provided limb will also have their topologies set, otherwise only the specific limb itself will. Defaults to true if omitted.
topology
Dword
The new primitive topology to use (see the TOPOLOGY_XXX constants in DX11Constants.dba).

  Returns

This function does not return a value.

  See also

OBJECT Functions Menu
DX11 Function Categories