i just wonder if its going to actually be helpful help rather than a simple function overview... Microsoft's MSDN can get away with that because they explain every little bit of the function's input - perhaps not in an easy to understand way, but still its better than writing something like:
CONVERT OBJECT FVF
This command will convert the specified object to use a new FVF Format. FVF stands for Flexible Vertex Format and represents how
much data each vertex of your objects meshes contain. Use this command to prepare an object for use with a vertex shader effect.
The FVF Format is specified using bits. Each bit represents an element that will be created within the vertex data. The FVF bits are
specified within a DWORD and are as follows: FVF_XYZ=0x002, FVF_XYZRHW=0x004, FVF_XYZB1=0x006, FVF_XYZB2=0x008,
FVF_XYZB3=0x00a, FVF_XYZB4=0x00c, FVF_XYZB5=0x00e, FVF_NORMAL=0x010, FVF_PSIZE=0x020, FVF_DIFFUSE=0x040,
FVF_SPECULAR=0x080, FVF_TEX0=0x000, FVF_TEX1=0x100, FVF_TEX2=0x200, FVF_TEX3=0x300, FVF_TEX4=0x400, FVF_TEX5=0x500,
FVF_TEX6=0x600, FVF_TEX7=0x700, FVF_TEX8=0x800.
SYNTAX
CONVERT OBJECT FVF Object Number, FVF Format
they should have something closer to
Convert Object FVF
CONVERT OBJECT FVF dwObject, dwFVF
dwObject - this is the object that you wish to apply the fvf header changes to
dwFVF - this is the new header code, which changes what data the object uses. a full list of FVF codes can be found [here=link]
you can edit to give more Vertex Data, additional Colour data, additoinal Texture Coordinates and other such enhancements.
then they could have like an entire page on FVF Codes and howto use them ... i mean to me its alot more helpful than the over generalisation of a function.