D3DMATERIALCOLORSOURCE
Defines the location at which a color or color component must be accessed for lighting calculations.
typedef enum D3DMATERIALCOLORSOURCE
{
D3DMCS_MATERIAL = 0,
D3DMCS_COLOR1 = 1,
D3DMCS_COLOR2 = 2,
D3DMCS_FORCE_DWORD = 0x7fffffff,
} D3DMATERIALCOLORSOURCE, *LPD3DMATERIALCOLORSOURCE;
Constants
- D3DMCS_MATERIAL
- Use the color from the current material.
- D3DMCS_COLOR1
- Use the diffuse vertex color.
- D3DMCS_COLOR2
- Use the specular vertex color.
- D3DMCS_FORCE_DWORD
- Forces this enumeration to compile to 32 bits in size. Without this value, some compilers would allow this enumeration to compile to a size other than 32 bits. This value is not used.
Remarks
These flags are used to set the value of the following render states in the D3DRENDERSTATETYPE enumerated type.
- D3DRS_AMBIENTMATERIALSOURCE
- D3DRS_DIFFUSEMATERIALSOURCE
- D3DRS_EMISSIVEMATERIALSOURCE
- D3DRS_SPECULARMATERIALSOURCE
See Also
D3DRENDERSTATETYPE