void XM_CALLCONV XMStoreColor( XMCOLOR *pDestination, FXMVECTOR V );
Address at which to store the data.
Vector containing the data to store. X contains the Red color channel, Y contains the Green, Z the Blue, and W the Alpha channel.
The function takes a vector, clamps it to the range 0.0f to 1.0f, converts the components into a unsigned, normalized integer format, packs the components into a 32-bit integer, and writes the result out to the given address. The most significant component is written to the second most significant eight bits of the integer, and so on.
The following pseudocode demonstrates the operation of the function.
XMVector N; N = saturate(V); N = scale(N, 255.0f); N = round(N); pDestination->c = ((uint32_t)N.w << 24) | ((uint32_t)N.x << 16) | ((uint32_t)N.y << 8) | ((uint32_t)N.z);
For Direct3D 10.x and Direct3D 11, this matches the component order for functions that take a float ColorRGBA parameter.
XMVECTOR Yellow = XMVectorSet( 1.0f, 1.0f, 0.0f, 1.0f ); XMFLOAT4 clrf; XMStoreFloat4( &clrf, Yellow ); pDeviceContext->ClearRenderTargetView( pRTV, (const float*)clrf );
|Header||directxpackedvector.h (include DirectXPackedVector.h)|